recursal/Fanatic-Fandom huggingface dataset:
VISR

The **Visual Intelligence System, Reconnaissance**, abbreviated as **VISR**, is a proprietary integrated data management system, typically incorporated directly into the helmets of Orbital Drop Shock Troopers or as an armour ability module for MJOLNIR Armour.

## Overview & Background

VISR is, essentially, a very sophisticated form of digital night vision. Aside from making dark environments more visible, its also aids the user by highlighting objects, vehicles and even enemies and allies in identifiable colours.

Friendly combatants are highlighted in green; Enemy combatants are highlighted in red; Vehicles are highlighted in green or red depending on their current/previous driver/pilot; Charging stations, doors, terminals and other areas of interest are highlighted in bright yellow; Weapons, ammunition, some equipment, scenery, buildings and other objects are highlighted in Blue.

## Gameplay Information

### Advantages

* VISR highlights the entire environment when active, increasing visibility in dark/low light environments.
* VISR can highlight combatants (Allied and Enemy), vehicles and objects of interest (doors, terminals, etc.), allowing them to better stand out on the battlefield.

### Disadvantages

* VISR runs on a limited power supply which recharges when not in use.
* VISR cannot detect enemies under the effects of Active Camouflage.

## Trivia

* VISR first appeared in *Halo 3: ODST*. It functions pretty much identically to that game.
* The outside canyon section of The Truth And Reconciliation was made much darker than it was in *Halo: Combat Evolved*. This was done to make the level harder, look more realistic, but also to show off the capabilities of the VISR armour ability, as it is included in every loadout at the start of the mission.
* This armour ability runs entirely off of the Open Sauce program, which enhances what the game engine is able to do.
* If the G-Buffer option in the launcher settings menu is unticked, both VISR and THERMAL VISION will not work. While this deprives players of two very useful armour abilities, it may be necessary if one encounters performance issues, as they are both demanding pieces of software.

## Gallery

Allies highlighted by VISR.Enemies highlighted by VISR.
Reflex Enhancement

The **Reflex Enhancement** is a rare powerup akin to the Overshield and the Active Camo. The Reflex Enhancement can only be found in a few select levels, of which the Library and The Pillar of Autumn are one of the most noticeable examples. They used to be slightly more common in Singleplayer Version 3, however, in *SPV3.2*, the number of Reflex Enhancement powerups has been drastically reduced.

## Overview & Background

These trapezoids have a core that changes colour from orange, yellow and red, similar to the Overshield (although the Overshield pulsates from orange to green).

When the Reflex Enhancement is picked up the users reflexes, such as movement speed, precision aiming and reaction times are boosted significantly for a short time. It gives the impression that time has been slowed down when the powerup is active as everything in the game, except for the user, slows down considerably. In actual fact, it is the user of the Reflex Enhancement that is moving much faster than normal while everything else is moving at normal speed, but the user views it from a faster time frame, making it appear that the powerup slows down time.

The Reflex Enhancement is considered to be one of the most useful assets in *SPV3*. It can make what would otherwise be extremely difficult sections much more manageable, as it automatically gives the player a huge advantage over every enemy in the game. Not even Elites can keep up with users of this powerup. Headshots, plasma grenade sticks and assassinations become much easier to pull off when using it, and it can even be used to quickly retreat from a battle or find cover if ones health is low.

The trade off for its effectiveness is its extreme rarity and its usage time, which only lasts for 30 seconds. This is even shorter than the 45 second time limit of the Active Camouflage powerup.

## Gameplay Information

### Advantages

* Drastically slows down the game, allowing aiming and evasion to become far more easier to exploit.
* Makes instant kill attacks, like headshots and assassinations, much easier to perform.
* Makes hectic firefights much more manageable

### Disadvantages

* An extremely rare powerup. Found only once in a select number of levels.
* Lasts for only 30 seconds.

## Trivia

* This powerup is similar to the speed boost in *Halo 5: Guardians* or the Custom Powerup in *Halo 3* which slightly increases the player's movement speed.
* While the Reflex Enhancement normally slows everything down but the player, the players action will be slowed down if piloting a vehicle while the effect lasts.
* The effects of the Reflex Enhancement seem to be slightly similar to the Time Distortion Unit used by Freelancers Wyoming and Maine (a.k.a the Meta) in the popular machinima web series *Red Vs Blue*, which was made using the *Halo* games.
* The Reflex Enhancement is the only powerup that is absent from Firefight, making it Campaign exclusive. However, the ADRENALINE BOOSTER armour upgrade grants the effects of the powerup to the player whenever their shields are knocked out.
Cross-Map Unlocks

**Cross-Map Unlocks** are a gameplay feature introduced in SPV3.1. They offer optional aids to the player, in opposition to Skulls, as Cross-Map Unlocks serve only to aid the player, whereas Skulls offer unquiet detriments to make the game harder.

## Overview

Cross-Map Unlocks are special unlocks which can change aspects of the game to aid the player in certain levels. They consist of switches that can be pressed or rewards for completing optional challenges during gameplay. It should be noted that the unlocks will only apply on a straight, uninterrupted playthrough of the campaign. If an unlock is enacted on a certain level that affects another, it will be negated if a different level is selected from the menu.

## Trivia

* The first unlock, that prompts the appearance of Heretic Warthogs, will feature the vehicle in The Silent Cartographer, dropped by Foehammer after the initial beach raid. Oddly though, Foehammer will always drop a Chaingun Warthog after the same event in The Silent Cartographer: Evolved, whether the unlock has been enacted or not.
	+ This unlock is the only way players can gain access to the Heretic Warthog.
* In *Halo: Combat Evolved*, in the mission Halo, Cortana has a line of dialogue in which she informs the Master Chief that she has hacked into the Covenant BattleNet. In *SPV3*, the same line of dialogue is only spoken by her if the Cross-Map Unlock for that level–in which you must manually give her access to the BattleNet by hacking the nodes–is achieved. Otherwise, the line will not be heard.
* If the Cross-Map Unlock in Keyes is activated, Zuka 'Zamamee will not be encountered in The Maw, despite his datapads still being present.
* If the Grizzly from Assault on the Control Room survives and the Cross-Map Unlock is activated, when it appears in Two Betrayals it will be at the bottom of the ramp path up the cliff next to the weapons and ammo, turned on its side, rather than exactly where the player left it in the previous mission. It will also be at full health, regardless of how the player left it in Assault on the Control Room.
Shade

## Type-29 Anti-Vehicle Stationary Gun

The **Type-29 Anti-Vehicle Stationary Gun**, more commonly referred to as the **Shade**, is a Covenant stationary gun turret.

## Overview & Background

The Shade is a stationary gun used to fortify Covenant-held combat zones and provide fire support for infantry units, and is commonly operated by specialist Grunt Gunners or, occasionally, by Elites.

The Shade turret consists of a concave gunner seat hovering on an anti-gravity tripod mount. Attached to the front of the seat is a heavy plasma cannon that fires 2 plasma bolts per shot, which can easily kill unarmoured infantry and are powerful enough to destroy lightly armoured vehicles in several shots. However, the slow movement speed of the bolts means that they can be avoided by faster vehicles, and are become inaccurate at longer ranges. Gunners manning the Shade are also exposed to enemy fire from all sides excluding the front, which is protected by both the heavy plasma cannon and a plasma barrier, the latter of which reflects all ballistic projectiles but shorts out after absorbing several plasma bolts.

## Gameplay Information

### Advantages

* The Shade's heavy plasma bolts can quickly eliminate infantry and light ground/air vehicles.
* The Shade's energy shield can deflect all forms of ballistic fire.
* The Shade fires more bolts on average than the Anti-Personnel Shade, allowing more chances to hit multiple targets.

### Disadvantages

* The Shade is completely immobile.
* The Shade offers no protection from the sides or rear.
* The Shade's energy shield can only withstand a number of plasma bolts before it collapses.
* The Shade's plasma bolts travel relatively slowly, making it ineffective at longer ranges.

## Trivia

* The firing shots travel a lot slower compared to the Shade Cannons in Halo CE.
* Though much less common, a green variant of the Shade Turret can be found. Instead of the standard plasma bolts, they fire fuel rods much like the Hunter Fuel Rod Cannons.
* It is considered the most flexible of the Shade variants with the introduction of the Anti-Personnel Shade.
Speed Boots

Speed Boots is an armor upgrade in SPV3.3 Firefight. This light golden yellow upgrade slightly increases the player's walking speed.

## Overview & Background

Speed Boots is a speed orientated upgrade. As an upgrade, the effects of Speed Boots is passive and lasts until the player is killed in Firefight. Speed Boots is considered a minor upgrade as it slightly increases the players overall speed. However, don't expect Speed Boots to grant any additional benefits to Sprint or Speed Booster.

## Trivia

* Speed Boots is considered as one of the easiest upgrade to get in Firefight.
* Speed Boots increases the speed in roughly the same percentage as the default Custom Powerup in Halo 3.
Flood Growth Pod

A **Flood Growth Pod** is a form of Flood superstructure found during areas of intense 'Floodification', or the terraforming of geography to suit the Flood's operation. They are less like enemies and more like spawners that could spawn either Combat Forms, Combat Carrier Forms or Infection Forms.

## Overview and Background

Flood Growth Pods are incubators for the Flood. They allow various forms of the Flood to hibernate until a target is nearby or it is breached. The use of these Growth Pods is to properly 'Floodify' the surrounding area and root the ground with Flood Super Cells (FSC), thereby guaranteeing a permanent foothold for the Flood.

## Gameplay Information

### General

Flood Growth Pods act like larger static Carrier Forms. The biggest danger is that they spawn more than just Infection Forms. Combat Forms and Combat Carrier Forms are known to burst out suddenly when the player passes by, ambushing them in the process. Moreover, any breach of the Pod by any weapon being fired will spawn more Flood, so it is best to try and ignore them as much as possible or destroy them one by one.

### Strategy

If you are surrounded by Flood Growth Pods and you have no choice but to pass through them, the best weapon to have is close range weapons like the Shotgun and Flamethrower. Since their exploding radius is close, these weapons are the most appropriate. Grenade and other explosive could also do well, but only at a safe distance and only after the Pod has just recently exploded.

## Trivia

* These growth pods appear in Halo 3, Halo 2 Anniversary, Halo Wars and Halo Wars 2. The only difference is that the one in SPV3 could have the chance to explode and spawn Flood forms when nearby.
A Garota Nova

"A Garota Nova" é o primeiro episódio da temporada 1 de *The Lodge: Música e Segredos*. Esse episódio foi lançado dia 23 de Setembro de 2016 no Reino Unido (UK país original da série).

## Sinopse

Após a perda de sua mãe, Skye de 15 anos, retorna com seu pai para Estrela do Norte, o hotel de propriedade familiar onde sua mãe foi criada anos atrás. Ansiosa para fazer um novo começo, Skye forja amizades com os locais que vivem e trabalham na pousada, mas quando ela descobre que seu pai está planejando vender o lugar que guarda tantas lembranças preciosas, ela está determinada a encontrar uma maneira de mudar seu mente. Agora, ela deve se apoiar em seus novos amigos para ajudar.

## Elenco

* Sophie Simnett como Skye
* Thomas Doherty como Sean
* Luke Newton como Ben
* Bethan Wright como Danielle
* Jayden Revri como Noah
* Jade Alleyne como Kaylee
* Joshua Sinclair-Evans como Josh

* Marcus Garvey como Ed
* Geoffrey McGivern como Patrick
* Ellie Taylor como Christina
* Dan Richardson como Gil
* Sarah Nauta como Lori
* Laila Rouass como Olivia
Controls

## Keyboard And Mouse (Default)

**W** - Move Forward

**A** - Move backward

**S** - Move Left

**D** - Move Right

**Vert. Axis -** - Look Up

**Vert. Axis +** - Look Down

**Horiz. Axis +** - Look Left

**Horiz. Axis -** - Look Right

**Left Button** - Fire Weapon

**Right Button** - Throw Grenade

**G** - Switch Grenade

**TAB** - Switch Weapon

**R** - Reload

**F** - Melee

**X** - Exchange Weapons

**Space** - Jump

**L CTRL** - Crouch

**Q** - Flashlight / Armor Ability

**Z** - Scope Zoom

**Middle button** - Scope Zoom

**E** - Action

## Gamepad Presets (Default)

"Before mapping your controls, please make sure you have a gamepad added to your Halo profile. To add your gamepad to your Halo profile, go to Halo's gamepad settings and add the gamepad to your profile."

### **SPV3 Beauty**

**LA Up** - Move Forward

**LA Down** - Move Backward

**LA Left** - Move Left

**LA Right** - Move Right

**LA Click/L3** - Crouch

**RA Up** - Look Up

**RA Down** - Look Down

**RA Left** - Look Left

**RA Right** - Look Right

**RA Click/R3** - Zoom

**Bumper/R1** - Melee

**Trigger/R2** - Fire Weapon

**Bumper/L1** - Throw Grenade

**Trigger/L2** - Flashlight / Armor Ability

**A/Cross** - Jump

**B/Circle** - Switch Grenade

**X/Square** - Action

**Y/Triangle** - Switch Weapon

**DPad Up** - Reload

**DPad Down** - Null

**DPad Left** - Null

**DPad Right** - Null

### **Halo MCC**

**LA Up** - Move Forward

**LA Down** - Move Backward

**LA Left** - Move Left

**LA Right** - Move Right

**LA Click/L3** - Crouch

**RA Up** - Look Up

**RA Down** - Look Down

**RA Left** - Look Left

**RA Right** - Look Right

**RA Click/R3** - Zoom

**Bumper/R1** - Switch Grenade

**Trigger/R2** - Fire Weapon

**Bumper/L1** - Flashlight / Armor Ability

**Trigger/L2** - Throw Grenade

**A/Cross** - Jump

**B/Circle** - Melee

**X/Square** - Action

**Y/Triangle** - Switch Weapon

**DPad Up** - Reload

**DPad Down** - Null

**DPad Left** - Null

**DPad Right** - Null

### **Jumper**

**LA Up** - Move Forward

**LA Down** - Move Backward

**LA Left** - Move Left

**LA Right** - Move Right

**LA Click/L3** - Crouch

**RA Up** - Look Up

**RA Down** - Look Down

**RA Left** - Look Left

**RA Right** - Look Right

**RA Click/R3** - Zoom

**Bumper/R1** - Melee

**Trigger/R2** - Fire Weapon

**Bumper/L1** - Jump

**Trigger/L2** - Throw Grenade

**A/Cross** - Exchange Weapon

**B/Circle** - Action

**X/Square** - Null

**Y/Triangle** - Switch Weapon

**DPad Up** - Reload

**DPad Down** - Flashlight / Armor Ability

**DPad Left** - Switch Grenade

**DPad Right** - Switch Grenade
Hunter Beam Cannon

Long-Range

* UNSC
	+ M393 Designated Marksman Rifle
	+ SRS99C-S2 AM Sniper Rifle
* Covenant
	+ Particle Carbine
	+ Focus Rifle
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The **Hunter Beam Cannon** is one of the four Hunter Cannon variants that is utilized primarily by Hunter Minors.

## Overview & Background

The Hunter Beam Cannon acts as the Covenant's equivalent of the UNSC's M7057 Flamethrower; a weapon designed to cover an area in an incendiary substance. However, whilst the Flamethrower leaves a patch of burning Pyroscene-V, the radioactive incendiary gel leaves a blackened patch or burnt remains.

Unlike the main variant, the Beam Cannon fires a continuous stream of incendiary gel likes the Assault Cannons in *Halo 2* and *Halo 3*. The gel that is seen is orange instead of green. As such, the Beam Cannon is designed to puncture through enemy armor with ease, as it 'drills' through shielding and health rather than the direct explosion of a Fuel Rod Cannon nor the intense firepower of the Shade Cannon.

Contrary to one might expect, the Beam Cannon does not fire in a continuous spray unlike other weapons of its category. Rather, it fires in 'pulses' or firing sequences, where a certain amount of the incendiary gel is expelled in an intermediate period of 2-3 seconds after ignition, before needing to rest. A possible theory is that the weapon needs time to vent off excess heat from the incendiary gel to prevent catastrophic malfunction.

## Gameplay Information

### Advantages

* Can melt through shields and through health.
* Lethal against vehicles.
* Has a melee damage bonus due to its weight.
* One could theoretically 'drill' through multiple enemies, as the Beam Cannon does not fire a continuous spray like the Flamethrower or Sentinel Beam, but rather in 'pulses'.
	+ Since it could easily fell most enemies, any opponent behind the first target would also get hit in the intermediate firing sequence. This makes the weapon absurdly lethal in close and tight corridors.
	+ Alternatively, one could spread the beam in a wide arc to hit as many enemies as possible.

### Disadvantages

* The incendiary gel must only be fired in a straight line for the continuous stream to be effective.
* The beam itself is slow-moving and can be easily dodged at longer ranges.
* It fires in 'pulses', meaning that one does not have total control on how much they want to fire.
* Has a slow charge before firing, leaving the player vulnerable in the first one and a half second.
* If the player POV is shifted, the gel will do little effect on enemies.

## Trivia

* The Hunter Cannons that fired in continuous streams appeared in *Halo 2*, *Halo 3*, *Halo Wars*, and *Halo 3: ODST*.

## Gallery

Hunter Beam Cannon about to fire.Hunter Beam Cannon firing.
Thirsty Grunt

The **Thirsty Grunt** is a Special Dialogue Grunt in the *Halo: SPV3* level The Maw.

## Walkthrough

After the bridge where Foe Hammer is shot down, keep to the right side of the tunnel. You will eventually see a small passage in the side of the wall. Go through the passage and about halfway down, you will see another passage to your right. At the end of this passage will be the Thirsty Grunt. Upon approaching, he will say:

## Trivia

* The description for the Grunt water bottle in the Bungie store mentions a "grunty thirst."
* In Halo CE and CEA, the Thirsty Grunt carried a regular Plasma Pistol. In SPV3, he carries a Void's Tear, which is normally issued to Elite Zealots. How he obtained this is unknown.
Longsword

## GA-TL1 Longsword-class Interceptor

Bomber

The **GA-TL1 *Longsword*-class Interceptor** is the main single ship of the United Nations Space Command Defense Force, and is a mainstay starfighter, filling a variety of roles simultaneously.

## Overview & Background

The Longsword is the UNSC's primary fighter-bomber, performing both its roles as a starfighter and a strategic bomber with lethal and devastating effect. The Longsword had largely replaced the aging Shortsword bomber by the time the Human-Covenant War began.

Armed with a plethora of weapons up to, and including Havoc anti-ship nuclear warheads. The Longsword was a force to be reckoned with and its enormously large size denotes its reputation. While Longswords could hold its own against Covenant space assets like Seraphs and Space Banshees, in atmosphere, a Longsword could deal devastating and crippling bombing runs, to the point that the Covenant had to install potent anti-air fortifications like the Type-27 Mantis in order to deter them.

## Gameplay Information

Although it can't be piloted during gameplay, it can be called in for a bombing run at the first tower in the level Halo on any difficulty.

### Advantages

* Can destroy very large groups of enemies at once

## How to Unlock

In order to unlock the bombing run at the first tower on Halo, run to the lifepod before any Dropships arrive. Once inside, go up to the dead pilot and it will say on the HUD "Press E to boost distress beacon."

After this, all the Phantoms will start to appear at once instead of individual waves. When surviving long enough, the Longsword pilot will say that he is starting his run and then it can be seen overhead as enemies are killed from numerous explosions.

## Trivia

* Despite being shown in the end being piloted, the Longsword and the Pelican are the only UNSC vehicles that can't be piloted during gameplay.
* There is a typo when activating the lifepod, it should say "beacon" instead of "becon" as it says.
* The bombing run scenario can be buggy, meaning certain dialogue and even the Longsword itself may not show up unless if the player reverts to their last save. Also, not all Covenant is killed during the bombing run.

## Gallery

Boost the distress beacon to call in the bombing runA Longsword inbound to the first towerA bombing run
OrbusVR Wiki

## Welcome to the Unofficial OrbusVR Wiki

**OrbusVR** is a Virtual Reality MMORPG created by Ad Alternum Gaming Studios in 2017, founded by Riley Dutton. In 2019, it received a major update changing the game to Orbus VR: Reborn.

Available on Steam for Valve Index/HTC Vive & Oculus Rift, and on the Oculus platform for the Quest & Rift headsets.

Check out the Official Orbus VR Forums, and come chat with us on the Unofficial OrbusVR Discord!

**This Fandom Wiki is not maintained in any way, and the Free Press OrbusVR Wiki & Super Friends OrbusVR Wiki are the two community wikis that actually contain any info whatsoever for the game.**

Also check the **Discussion on Closing down/redirecting the fandom wiki in favour of the two active wikis.**
Gargartus

**Gargartus** was a Brute Commander who served on the CSS Sacred Promise and participated during the Battle of Installation 04.

## Biography

Gargartus was apart of the Covenant force tasked to defend the Cartographer. During this, he felt insulted by the Sangheili and considers them hypocrites since they said that only the worthy can enter but yet they permit the Unggoy and Kig-Yar to be inside. Despite the Prophet's orders that the Jiralhanae should be given more important roles, the Elites disregard it.

He discusses with the other Brutes about their situation. Humans forces were inbound to the island and that the Demon is with them. Gargartus is concerned that his pack will have difficulty stopping him before he reaches inside the halls. Though he does feel some pleasure from this, knowing that the Brutes will have no choice but to enter the Cartographer and to see any dead Sangheili inside.

Despite the feeling that there would be little trouble from the Human forces, Gargartus knows that the presence of the Demon worries his pack. He feels that his pack have little defenses that leaves them weaker due to the "meddling of the Sangheili." Although he possesses stronger power armor due to his rank of Commander, he is aware that a barrage of human bullets can take down a Brute Follower. Gargartus desires for his pack to have heavy weapons and their own weapons instead of their outdated Plasma Pistols and Rifles.

## Personality

He expresses disdain towards the Sangheili for how they treat the Jiralhanae. He also states that he would like to see their "ugly faces smashed by the Demon." He isn't fearful of the human forces though he is aware of the Demon that wrecked havoc among the Truth and Reconciliation and the rescue of the Human Commanders.

## Trivia

* Gargartus's datapads can be found in The Silent Cartographer. The other three datapads belong to Tsek Vadum.
* It can be presumed that one of the two Brute Commanders encountered when John-117 is trying to get back to the entrance to be Gargartus, since he is no longer mentioned or records any more datapads afterwards.
Anti-Personnel Wraith

The Type-50 Anti-Personnel Vehicle (Type-50 APV), often referred to as the Anti-Personnel Wraith, Anti-Infantry Wraith or the Wraith Ultra is a specialized anti-personnel variant of the Wraith.

## Overview & Background

The Type-50 is easily distinguishable from its counterparts from its pure white color scheme, leading some UNSC personnel to mistaken it as the Wraith Ultra. The Anti-Infantry Wraith carries quad Class-2 Directed Energy Cannons like those found on the Type-26 Shade turrets. Whilst it may function similar to the Anti-Air Wraith to a uninformed observer, these cannons are far more suitable for massed infantry.

Indeed, although these cannons have a ludicrous rate-of-fire and deals high damage against all enemy personnel, in contrast to the AA Wraith, the Anti-Infantry Wraith fires their bolts at a much faster speed and fire rate, easily stripping ranks of infantry with ease. Due to the sheer level of firepower, the Anti-Infantry Wraith is also a threat to lighter vehicles, although it will struggle against enemy armor such as rival tanks for example.

## Gameplay Information

### Advantages

* Effective against infantry due to its rate of fire.
	+ Its sheer firepower also makes it formidable against light vehicles.
* Plasma bolts are incredibly fast and deals more damage to energy shields, killing whole swarms of infantry with incredibly ease and incredible distances.
* In contrast to the AA Wraith, the AP Wraith is far superior against infantry due to its namesake. This is because it is able to output more bolts per-shot. Whereas the AA Wraith fires one bolt per-cannon in a cyclic manner, the AP Wraith like the Anti-Personnel Shade and the Hunter Anti-Personnel Shade Cannon fires three bolts per-cannon.

### Disadvantages

* It fires weaker bolts on average than the AA Wraith, making the AP Wraith suitable only towards infantry and light vehicles.
* Despite being superior to the AA Wraith, the AP Wraith is specialized towards infantry, as such, even though it can rend enemy vehicles, it is still ill-advise to face them head on.
* The high spread of its shots makes the AP Wraith *even worse* than the AA Wraith when it comes to accuracy, making it only suitable in close-range.

## Trivia

* Despite sharing the same color scheme as the Wraith Ultra in Halo 5, the one in SPV3.3 actually functions quite close to the AA Wraith.
	+ Some consider this to be all round superior to the AA Wraith, however, it should be noted that the AP Wraith is less effective against enemy armor especially tanks, whereas the AA Wraith could provide a versatile niche of being anti-infantry, anti-armor *and* anti-air all at once.
* It has one of the highest rate of fire among any vehicle.

## Gallery

Anti-Personnel Wraith targeting hud.Anti-Personnel Wraith firing.
Bravo 022

### Engine unit(s)

Two main engines housed in middle section of ship, ten maneuvering thrusters housed in four vector pylons.

### Armament

* One chin-mounted auto-cannon in either 40 or 70mm caliber
* Two ANVIL-II ASM Pods (eight missiles each)
* One rear-mounted auto-cannon in either 40 or 70mm caliber

## Usage

### Affiliation

United Nations Space Command

*“Mayday! Mayday! Dropship Bravo 022 taking enemy fire! Repeat! We are taking heavy fire and are losing altitude!”*— Bravo 022
**Bravo 022** was a UNSC Pelican dropship aboard the UNSC *Pillar of Autumn* in 2552.

## Operational History

### Battle of Installation 04

*Main article: Battle of Installation 04*
When the *Pillar of Autumn* was shot down over Installation 04, Bravo 022 was saved by its pilot. He launched it as *Autumn* was crashing. The dropship then met up with the crash survivors at Alpha Base.

Later, Bravo 022, along with Pelican Echo 419, conducted an airborne assault on the island fortress containing The Silent Cartographer. When Mgalekgolo guarding the fortress were discovered during the mission, Cortana requested that Bravo 022 ferry in heavy weapons. Bravo 022 loaded up with a Warthog and several Rocket launchers, but was shot down by enemy fire before managing to unload its cargo. It crashed into a cliff, killing or wounding those aboard. Prior to John-117's arrival on scene, these crash survivors were rounded up and subsequently executed by Unggoy and Kig-Yar forces. After the mission, the wreckage of Bravo 022 was left on the beach where it had crashed.
Narrow Orchard

A small village in the east, Narrow Orchard is home to the famous *King Sweetie* apples, which are grown in the local orchards just outside the township. Narrow Orchard is said to be one of the oldest townships in modern-day Patreayl, dating back to *The Age of Monarchs*.

It is looked after by the noble house of *Rŭneval*.
Market Stall Auction

Throughout OrbusVR, Market Stalls are available for lease by players. Players who lease a stall may sell goods to other players at prices they set. The stall is always available to sell items even if you are not online. Stalls can currently hold 12 items for sale.

### Stall Auction

Every three days a different Stall's Deed will go on sale on the Auction House. After those three days, whoever had the highest bid will become the owner of the stall. Due to the fact that there are 10 stalls, each Stall will be owned for 30 days before the lease ends. If the owner does not win the Deed for the next month, all items left in the Stall will be returned to the second tab of their Auction House chest. Note that the Deed for Market Stalls is not subject to Auction House fees.
Travel

## Movement Modes

### Teleportation

The default locomotion is Teleportation. Just press down on the Trackpad (on the Vive) or the A/X button (on the Rift) to bring up a green line, then let go to teleport. You will notice a grid building up, showing how far you can teleport. The longer you wait, the farther you can teleport.

### Trackpad

In addition to the Teleportation locomotion, you can turn on Trackpad locomotion in your Player Menu. Once this is active, you use the trackpad (on the Vive) or the thumbstick (on the Rift) of your teleportation hand to move around. Just touch the pad/stick toward the top to move forward or bottom to go backward. The farther from the middle you touch, the faster you go. You will travel in whatever direction your controller is facing.

### Getting Stuck

If you get 'stuck' in combat (which can happen sometimes), there is an option in the Player Menu that says 'Stuck in Combat', press that and it will fix the bug. If the bug persists after that, your options are to either kill something to end combat, or use the "To Graveyard" option in the settings.

## Mounts

Mounts greatly increase your movement speed. Mounts are available through Mission NPCs, Seasonal Events, G. R. I. N. D. I. N. G or the in-game cash shop.

## Pillar Teleport

Each zone in OrbusVR has a Teleport Pillar that you can teleport to using the Teleportation Ritual as a Runemage. Each zone then has a further 3 Teleport Pillars that can only be teleported to from other pillars. Highsteppe City has a single Teleport Pillar in Fellowship Court.
Potions

Potions are created using the Alchemy skill.

***Spoiler Warning: Not all potion recipes are available until later in the game.***

## Known Potions

### **Healing Potion**

A potion which heals light wounds.

* Add 1 Queen's Ear
* When Yellow: Add 1 Roto Spore and 1 Queen's Ear (add both while water is Yellow)
* Water will go back to Cold (Blue).
* Add 1 Sunfish.
* Finish immediately (while still Cold)

### **Concentrated Healing Potion**

A potion that heals major wounds

* Sour Bell, Sour Bell
* When turquoise, Spiralback Snail x 2, Sunfish
* When Green: Queens Ear x 4
* Finish when yellow

### **Chameleon Potion**

A potion which causes you to shine bright, like a beacon.

* Add Bass, Bass
* When Red: add Reedflute, Reedflute, Reedflute
* When Green: add Roto Spore, Queen's Ear, Queen's Ear
* Finish when yellow

### **Giant Potion**

A potion which causes you to become very large for a short period of time. If attacked, the effect is immediately lost.

* Cactus, Cactus, Sydazoran
* When Green: add Chytril, Weeping Krodo
* When Red: add Catfish, Catfish
* Finish when green

### **Speed Potion**

A potion which greatly increases your movement speed for a short period of time.

* Sour Bell, Sour Bell, Clownfish
* When green, add Sunfish, Catfish, Eel
* When turquoise, add Weeping Krodo, Sydazoran
* Finish when yellow

### **Empowered Strikes Potion**

A potion which increases your chances of critically striking your enemies. Lasts for 1 Hour, persists through death.

* Sour Bell, Sour Bell, Sunfish
* When green, add Pinecone, Pinecone, Ridgeback
* When yellow, add Spiralback, Queen's Ear, Queen's Ear
* Finish when blue

### **Runic Sight**

A potion used for Artificing. When taken, will show the player's runes above their head. Only applies to the player who has taken the potion.

* Weeping Krodo, Roto Spore, Weeping Krodo
* When green: Cloakfish, Reedflue
* When Turqoise: Chytril, Chytril, Eel, Eel
* Finish when blue

### **Ithecac Potion**

Allows you to see hidden objects in the world.

* Reedflute, Sydazoran, Reedflute
* When green: Queen's ear, Queen's ear, Queen's ear
* When Yellow: Sydazoran, Axolotol
* When Green: Weeping Krodo, Weeping Krodo
* Finish when turquoise

### **Fish Scent Attractor**

Recipe found in Library

Increases the size of the fish caught.

* Kingsport Apple, Reedflute, Reedflute
* When green: Sunfish, Sunfish, Queens Ear
* When yellow: Katyharan Catfish, Katyharan Catfish
* Finish when blue

## Body lanturn potion

makes you glow and sparkle

found in scavs den

* Coucunut milk,catfish
* When turquisoise: roto spore, catfish
* When red: queens ear, roto spore
* Finish when green
Witch's Cave

PLEASE NOTE THIS INFORMATION IS OUTDATED! You no longer need to do a quest to become a Runemage. Instead, go to the Beginner Weapons vendor in the Guardian Tree in Highsteppe.

Home to the Witch of Mulbirth, located Northeast of Highsteppe in the Midlands of Patreayl.

The witch offers a quest to begin the Runemage class, providing your first wand.

### Location

The cave is located Northeast of Highsteppe. From HighSteppe, descend the stairs near the airship launch pad. Follow the waterline, past the Fishing Hut towards the bridge. Before crossing the bridge, approach the waterfall. The cave is located at the base of the waterfall.
Sicilus Beastiary (Quest)

The Sicilus Beastiary is a quest line that leads to receiving the first pet.

The first quest for the Sicilus Beastiary quest line begins in University Island with Sicilus. Sicilus eventually moves to the Zoological Gardens, where the quest line continues.

The quest line involves basic kill quests to kill a certain number of mobs. Each quest progressing through zones.
Sheep

Sheep are adorable, harmless, non-aggressive farm animals often found in and around populated settlements such as Narrow Orchard.

Killing the sheep is generally a single-shot kill. However, there is a small chance that sheep will spawn elite demon mobs from their corpse. This monster will be the same level as the sheep that was killed. (A yellow-level sheep may spawn a yellow-level monster.)
Quests

## Main Story Quests

* See the Explorer's League NPC outside the gate of Highsteppe to start the MSQ

## Missions

There are 7 different NPCs in Highsteppe that give Missions that grant Reputation, Experience, and Loot.

* Mayor Kaia has Public Event Missions
* Chef Lethrow has Fishing Missions
* Darius has Monster Hunting Missions
* Sicilus has Dragon Racing Missions
* Pierre Cenn has Critter Capture Missions
* Marlowe the Grey has PvP Missions
* Whisper has Salvaging Missions

Each Mission can be completed to Bronze, Silver, or Gold level. Your rewards are based on what level of completion you turn the Mission in at.

## Lore Quests

Each of the Mission NPCs also grant Lore Quests that will explore the history and story of Patraeyal. These are worth doing if you're interested in the story of the game.

## Hidden Quests

* There is a hidden quest. More to come because it's been forever since Mishka did it.
Characters

### Creation

Player characters are created in-game using a familiar model customization and naming tool. Skin tone, face, eyes, nose, hair color, and hair style will all be customizable. Players will also be able to enter a character name in accordance with the OrbusVR naming policy.

### Disciplines

All characters in OrbusVR are multi-discipline by default. In order to select your active discipline, equip a weapon of the appropriate type. For example, in order to switch to the Runemage discipline, just equip a wand. Switch back to Warrior by equipping a sword.

### Stats

Characters possess the following core attributes:

* Primary
	+ Attack
	+ Armor
* Secondary
	+ Critical Hit
	+ Defense
	+ Wisdom
	+ Vitality

Character stats are dependent on gear. The two primary stats are Attack and Armor; these are linked to gear tier level, i.e., with max-level gear, all characters of the same discipline will have the same or nearly the same Attack and Armor stats. The secondary stats, however, will vary among gear items of the same tier. This allows players to tailor their character's stats to better fit their playstyle.

### Leveling

You will start at level 1 in each Discipline. You gain XP for that Discipline through various methods. So for example, if you are currently a Ranger, your Ranger level goes up. If you switch to a Warrior by equipping the Beginner's Sword, your level will switch as well, and you'll now apply your XP toward becoming a higher-level Warrior.

As characters level up, they unlock access to Talents that are specific to each Discipline. You unlock Talents at levels 5, 10, 15, 20, and 30.

The maximum level for each Discipline is 30.

### Titles

In-game titles (such as Kickstarter backer level or a title earned for completing a quest) are accessible through in-game means such as fishing, fighting monsters, finishing dungeons, etc.

### Character Slots

While every character is capable of developing every discipline, players are currently able to have 2 character slots.

## References

1. ↑ https://blog.orbusvr.com/new-character-creation-naming-policy/
2. ↑ https://orbusvr.com/name-policy/
3. ↑ https://blog.orbusvr.com/february-pre-alpha-test-play-guide/>
4. ↑ https://community.orbusvr.com/t/dev-vision-for-orbus-endgame/1008/8
5. ↑ https://community.orbusvr.com/t/dev-vision-for-orbus-endgame/1008/12
6. ↑ https://blog.orbusvr.com/february-pre-alpha-test-play-guide/>
7. ↑ https://community.orbusvr.com/t/dev-vision-for-orbus-endgame/1008
8. ↑ https://blog.orbusvr.com/design-doc-pvp-and-the-wilds/
9. ↑ https://www.kickstarter.com/projects/rileydutton/orbusvr-virtual-reality-mmorpg/comments
Cenn's Farm

Home of the flamboyant and philanthropic *Marcell Cenn*, Cenn's Farm grows almost exclusively *Parathimian Sunflowers* - a rare commodity, normally found only in Parathime. With the Sunflowers he makes his famed "Parathimian Cigars", which has, in recent times become a major source of income for Highsteppe's economy. The farm is located on the outskirts of Highsteppe, and has been having issues with Redtails ruining the crops for some time
Player Compass

The Player Compass is a special in-game item that allows you to view the locations of nearby points of interest in the game world.

### **Using the Compass**

Your Player Compass is located by default near your left shoulder. To use the compass, simply move your hand over the compass and press the Grip button on your controller to grab it. Once it is in your hand, you can turn it by turning your hand to view the locations of nearby points of interest. There is also always a point of interest available labeled "North" to help you orient yourself. Points of interest will appear on the compass if they are within 500 meters of your current location.

When you're done with the compass, just throw it away be releasing the Grip button. The compass will automatically re-appear in its original location on your shoulder after about a second. You cannot "lose" your compass.

### **Voice Chat**

In addition to the points of interest, if you are in a Party the compass will show you the location of party members that are in the same zone as you; party members appear as green arrows on the compass.

If you hold the compass up to your mouth, the compass will turn red. This indicates the compass is in "Party Broadcast" mode. When you talk with the compass in this mode, rather than broadcasting your voice to other nearby players, your voice will be heard by your party members no matter where you are in the game world (even if you are in different zones or instances). This can be very useful for coordinating with your party to group up at a location or figure out where everyone is.

In the same manner, the compass can be used to broadcast your voice to your Fellowship as well. When used in Fellowship mode, the compass appears green.

### Journal

You can access the Journal by turning the Compass upside down.
Dungeons

There are six dungeons currently in the game. Four of them are level-scaled and accessed through the base of the Tree in Highsteppe. Two dungeons are located in explorable zones.

### Dungeons in OrbusVR

Dungeons are instanced locations. The dungeons are:

* Broken Halls
* Sewers
* Airship
* Crypt
* Abandoned Mines (Located in the Wastelands)
* Ancient Temple (Located in Hulthine's Basin)

## Shard Dungeons

Shard Dungeons are significantly harder than their non-Shard counterparts. Once you complete a Dungeon as a level 30, you will be given a Dungeon Shard. This Shard will be tied to a certain Dungeon, and have a random Affix. Once you put the Shard into a pillar near the entrance of the dungeon, a 30 minute timer will start. If you complete the Shard within that timer, you will level up the Shard. If you complete it within 15 minutes, it gains two levels.If you do not complete the dungeon within the 30 minute timer, the Shard will lose two levels, potentially destroying it outright.

* Level 1-3 Shards drop +1 gear
* Level 4-6 Shards drop +2 gear
* Level 7-9 Shards drop +3 gear
* Level 10-12 Shards drop +4 gear
* Level 13-15 Shards drop +5 gear
* Level 15 Shards have a chance to drop a Legendary +6 Weapon

### DLC Dungeon

There is a unique dungeon accessible through the DLC "Secrets of Mugwood". This dungeon is able to be completed solo, and doesn't follow the format of the other dungeons.
Communication

## Local Chat

By default Voice Chat is enabled, so be sure that on your PC your Input device is set to your VR microphone. There are options in the Player Menu to disable your own voice chat, or to mute other players. The Voice Chat is proximity based, so you will hear people nearby and not hear people far away.

Local chat is also directional. If you hear someone talking to your left, they will be to your left.

## Speaking at a Distance

In addition to serving as your guide to the key points of each area, the Player Compass will also show you the locations of all your group members (as long as they're in the same zone as you).

You can also speak into the Compass and talk with your party members and Fellowship no matter where they are. Simply hold it and speak into it (like a microphone) and your voice will carry to the rest of the group.

You can click while holding the compass to switch between party (red) and fellowship (green) chat.
Organized PvP

### PvP Battlegrounds

OrbusVR features a Battlegrounds that players can queue up for. The Battlegrounds are a 4v4 King of the Hill style game, where three positions are taken and held for points.

### The Grand Tournament (Not yet Implemented)

Riley Dutton, lead dev, described another form of organized PvP that was planned for post-launch:

>
> That said, we also have a bigger vision for a thing called the "Grand Tournament." ... Basically the idea behind this is that it's an organized tournament where a small group of people (eight?) are dropped into a free-for-all arena that has both other players and PvE content to contend with. You start at level 1 with only basic gear, and then it's up to you to hunt down monsters and take them on to get gear drops and level up. At the same time there are other players to contend with who might be trying to attack you, or maybe you can trust them to pair up and take things down together...etc.
>
>
> Then I'm hoping that we can turn it into a spectator sport where people can gather in the game who aren't in the tournament to watch the action and cheer on the players.
>
>
>
>

## References

1. ↑ https://community.orbusvr.com/t/colosseum-style-pvp-arena/1006/2
Artificing

*Note that, as with nearly everything else in this wiki, the following is subject to change and may already be out-of-date.*

## Description

Adventurers from across the realm will travel great distances to have their weapons and armor forged and enhanced by a talented Artificer. Customizing and balancing each piece to its owner’s exact needs is within their grasp. Artificers also create useful gadgets such as traps and tools for others.

The most fabled Artificers often go on adventures of their own to the most dangerous places in the world, seeking the discovery of new runes and ore to further advance their own knowledge, and that of their entire craft.

## Rune Tiles and Sets

Tiles are created through the alchemy profession. Using ores mined throughout the land, the artificer can create individual tiles with their known recipes.

Tilesets are created from individual tiles on the artificing table in the basement of your home. Each tileset is created from a series of three to five tiles.

There are currently 36 tiles/runes implemented in the game.

## Activating Tilesets

As a player engages in combat, all the individual actions of combat (taking damage, blocking, and each individual attack) all have their own rune associated with these actions. As the actions occur, the tiles in the tileset are activated. When the series of a tileset is complete, the buff will proc.

The series in a tileset does not have to be completed sequentially. Other actions can occur between the activation of each tile in the tileset. However, the more actions that occur, the more "interference" there is in the tileset and the weaker the proc.

## Choosing a Tileset

When consumed, the Runesite potion will show the runes that are activating while a player is in combat. This potion only displays the runes for the player that consumed the potion. It does not, by comparison, reveal runes of all other players to the one who consumed the potion.

A skilled artificer can examine the runes of the player who consumed the potion and look for patterns that activate during combat. The artificer can then build tilesets based on the viewed runes.

## References

1. ↑ http://orbusvr.com
2. ↑ https://community.orbusvr.com/t/does-artificing-actually-work/3681/4
3. ↑ 3.0 3.1 3.2 https://blog.orbusvr.com/artificing-preview-new-networking-layer-and-additional-stress-test/
4. ↑ 4.0 4.1 https://community.orbusvr.com/t/artificing-mechanics/3081/2
5. ↑ https://community.orbusvr.com/t/runesmith-potion-working/5186/2