I'm about 80% certain that I've seen a skeleton spawn in Area 3, so this distinction may be unnecessary. That and the Area 2 skeletons do not spawn standing, unless you are talking about the blue jumping zombies. They still stand up when you get near them and are functionally the same as the Area 1 skellies --MechanisMs 00:45, 14 January 2009 (UTC)

That's fine, I haven't gotten that far into Area 3 and couldn't remember how they were in Area 2. TimrodDX 00:50, 14 January 2009 (UTC)

Attn: Archduke

If you cannot provide a screencap to prove the assertion that walking skeletons are EASILY distinguishable in skeleton piles (not everyone has a 40+ inch monitor)I'll have to scribble the sharpie of doubt on the article. I've been documenting the skeletons *non-skeletons* i've been encountering and there's no discernable difference to be seen. perhaps due to floor detritus etc. --MechanisMs 18:46, 7 February 2009 (UTC)

Bones Different Appearance.gif
God, if I had any clue this was going to be so complicated, I wouldn't have spent so much time figuring this out. Anyway.
The skull can appear two different ways. The easiest way to distinguish the two is if the far right top of the bone (not the skull) is bright white or gray.
The problem is, you can't 100% figure out what it'll be based on the appearance.
  • If the tip is bright white, then it can be either a "fake bones" (i.e a skeleton that will pop up) or "real bones" (i.e. bones that will stay down).
  • if the tip is gray, then it's always going to be "real bones".
Yes, it's difficult as hell to see in the grass. It's easier to see this if you start the game in debug mode, and then Tools>Execute tile_layer_hide(3) In non-cheating games though, the fact that you can't 100% figure out just based on the image what it is, COMBINED with the fact that sometimes the grass covers up the far right tip (so sometimes you decide it's the wrong image) means that it may be nearly impossible to use this in practice. --Interiot 20:26, 7 February 2009 (UTC)
PS. If anyone cares to dig into the source code, the two different forms that bones can take are:
  • oFakeBones(sFakeBonesLeft)
  • oBones(sBonesLeft) + oSkull(sSkull)
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