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The Guards Must Be Crazy: Difference between revisions

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** Spire guards will too proceed to be dumb as wood, never mind the fact that this guy (or girl) {{spoiler|broke out of an unbreakable collar, probably killed about 50 of your mates with powerful spells, just hacked them to pieces or shot their [[Groin Attack|balls off]]}}. Charge to certain death! {{spoiler|Doubly so after the most powerful will user on the planet gets his powers back.}}
* Near the end of ''[[Dragon Age]]'', the Warden and Alistair can be captured and thrown in prison. A persuasive Warden (of either sex) can ask the guard for company, and the guard will immediately lock himself in the cell with two prisoners accused of regicide. [[Foregone Conclusion|Then you can jump him and steal his keys]].
** The Dwarf Commoner origin of Dragon Age has a sequence where both you and your NPC ally are left in prison cells, with one guard to watch you. This guard can be easily baited to approach within arm's reach of the bars while the key to your cell is openly hanging on his belt. At this point you can a) pretend to be sick, which will cause him to (of course) enter the cell to check on you, b) pickpocket him for the key (if you have the right skill) or c) grab him by the collar and pull his face into the bars hard enough to crack his skull (if you have a high enough strength score). Apparently the idea of not having the guard carry the key openly on his belt, training him not to go too close to the bars, not caring if a prisoner already scheduled to be executed in the next couple of hours dies a little sooner, or just having ''two'' guards watch the high-value prisoners was entirely beyond the mental capacities of anyone in the Carta.
** ''[[Dragon Age II]]'''s Mark of the Assassin DLC includes a [[Stealth Based Mission]] in which Hawke must sneak past the guards of the Orlesian Chateau Haine. Fortunately, the guards are easily convinced by whatever ridiculous story Hawke can come up with, are highly susceptible to distraction by thrown pebbles, apparently have very poor night vision, and are remarkably unconcerned about waking up on the floor in the middle of their patrol after being [[Tap on the Head|tapped on the back of the head]]: "Damned blackouts..."
* At one point in the 1989 computer RPG ''Dragon Wars'', the party gets captured and thrown into a jail cell (for the second time) and this trope comes into play, as the guards seemingly ''forget to lock your cell door!'' It turns out to be a subversion when you enter the next room, where the guards happen to be waiting for you. It seems these guards got into a lot of trouble for beating prisoners in their cells. But if the prisoners were ''trying to escape...''
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* Subverted in the first ''[[Call of Duty]]'' game. In one of the missions of the British campaign, Cpt. Price and Sgt. Evans (the player) are given the task to sabotage the German battleship ''Tirpitz'' from inside, and in order to do that they've to kill two German seamen on shore and take their uniforms. Once they arrives to the ship, they were allowed onboard thanks to Cpt. Price's fluenty german, but when they arrives to the armory, one of the guards stationed outside is suspicious of them (likely due to Cpt. Price's lack of German accent) and phonecall the command about Cpt. Price's false ID-card to see if it's realible. Their covers soon about to be blow up, Cpt. Price shoots the guards, and cue to an firefight.
* In the first ''[[Commandos]]'' game some of the levels had prisons. If one of your men was spotted then he would be held at gunpoint, and as long as he didn't move or perform an offensive action then he would eventually be marched off to the jail where his buddies could later break him out (or, more likely, you could just [[Save Scumming|reload]]). However, in maps with no jail the lone guards would [[Artificial Stupidity|never, ever fire]] on one of your men as long as he remained perfectly still, and only the arrival of a patrol would cause them to shoot. If there were no patrols nearby then you have a man crawl to a chosen spot and then suddenly stand up, ensuring that a guard spotted him and stood there with his cone of vision fixated on the one spot. Any other guards that could see the commando or another alerted guard would join in, potentially causing a chain reaction where dozens of enemies would converge and look towards one point. If your squad's brave volunteer was carefully positioned then it was fairly trivial for another squad member to then methodically stab everyone whilst they were distracted. This troper called this the 'Sniper tactic', since the Sniper was the most [[What Kind of Lame Power Is Heart, Anyway?|useless squad member]], making him an ideal candidate for the job.
 
 
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