SJamieson on 7/1/2005 at 15:35
I found a cunning way to attack someone inside a weapons deactivated zone.
What you need:
Some Crates or other large items (Trashbins, Chairs)
A Spider Grenade
Bot Domination - Level 3
How it's done Enter the Greasel Pit/Mosque/Nine Worlds etc
Submit to Weapons checking
Door Opens
Use Crate(s) to Wedge Door Open
Exit Level
Re-enter Level
Decline Weapons Checking.
Now at this Point you can try and jump over the crate and enter the locaton but you will find that your weapons deactivate anyway and if the crate moves you get locked inside (Not sure how other Patrons Exit).
Instead throw the spider Grenade.
Once Activated Dominate it
You can now send the dominated spider bot into the location, just remember that they can't climb back up stairs.
The spiderbot does not deactivate its weaponry upon entry.
This leads me to the Spoiler, Two people I've discovered can't be killed are Billie and Salaman inside the mosque. I remember someone asking whether they were mortal inside the mosque or whether they were immortal like Joseph Manderly and Paul Denton in DX1. The latter appears to be the case and they completely ignore the bot's attacks.
This makes the game look linear down to 4 endings as the original was.
In a simmilar vein does anyone know of an "opensesame" cheat like the original? I'd like to find a way into the interrogation room at SSC trier.
russboyee on 8/1/2005 at 01:41
Quote:
This makes the game look linear down to 4 endings as the original was.
I don't really see that. Of course in many ways DXIW is very linear and a large part of its freedom in terms of the story is an illusion. But I would say it is a step forward in freedom from its predecessor.
But what you are talking about is a slightly ugly (imho) solution the developers devised to a rather difficult problem. If you want to be able to tell any sort of story at all they will need certain npcs to be involved in the story telling process. If an npc can be killed off by the player before their role is fulfilled it breaks the story so either you can never meet the critical npcs (which would not be good as you would not develop any sort of relationship with them) or you have to find a way of being able to meet them without killing them. But in a game like DX:IW, the developers are trying to create emergent systems that allow you to do things they hadn't planned for and so it is not surprising that they realised there was a chance players would be able to hurt npcs in weapons free zones, and so made critical ones invulnerable anyway. Sure, this is a bit of a hack (and particularly ridiculous when you pick up a fire extinguisher in a bar and find that you are instantly not allowed to equip it!) but it doesn't really make it any more linear. (Unless you deem the idea of requiring that certain npcs fulfill certain functions in a story linear).
However, that is a pretty clever way round the system.