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The Guards Must Be Crazy: Difference between revisions

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** In many areas, but particularly notable in one guard-riddled passage in Alpha Sections HQ (roughly 6 guards in a 50-foot stretch of open balcony, plus about 4 more immediately above and below it), the guards will look around everywhere except entrance points. In the referenced area, one guard faces in a direction no attack could possibly come from, and if he stayed in place but turned around the mission would be impossible.
** Even if their [[Apathy Killed the Cat|suicidal lack of curiosity]] didn't earn them a Darwin Award, their general behaviour would. They spend most of their guarding time walking or turning in slow circles or standing in one place ''facing a wall''. And their commanders aren't any more intelligent. One happily reports to his superior that all intruders in the area have been captured... while one stands in the middle of an empty room in his direct line of view.
* ''[[The Legend of Zelda]]'' examples:
** In the early stealth portion of the Forsaken Fortress in ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]'', Moblins patrol small areas of the fortress, and if they see you, it's into the prison with you. However, there are barrels that you can hide in. You can even move about as long as they're not looking, because the fact that a barrel is somewhere that it wasn't tells them ''absolutely nothing''. This is possibly justified by their being explicitly stated to be really, really stupid. Even worse, the cell they throw Link into has a tunnel leading out of it concealed by a clay pot, as in, an object that Link is prone to break when he sees it.
** Speaking of Zelda, the guards in ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'' don't react unless you're several feet in front of them.
** The smartest one in the game is an automated statue that spits lasers at you with alarming accuracy (well, alarming when you account for the fact that they're only about a second slow, and in real life, that would be close enough to scare the crap out of most anyone. Certainly a twelve-year-old like Link).
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** Also in the later games, any alarm raised on a level will cause all of the guards in the level to be more alert, jumpy, and trigger-happy. They'll also whip out the bullet-proof vests (who knows why they weren't wearing them in the first place?).
** In ''Conviction'' the guards are better and worse in a sense. When they know Fisher is in the area they'll scout the area, but other times they'll wait in the same position facing the same direction. Usually this is when they have a chokepoint, but other times if you've been killing them they'll wait you out rather than run into close quarters. A smart move if they didn't leave their flanks unprotected.
* ''[[Wolfenstein]]'' examples:
** Averted in ''[[Beyond Castle Wolfenstein]]''. If the guards see you with a weapon out, they start shooting. In ''Beyond'', you can sneak up behind them with a knife and stab them; if the other guards see the corpse before you drag it out of sight, they'll head for the alarm and set it off. They'll also ask you for a pass periodically.
** In the original ''[[Castle Wolfenstein]]'', you could steal a uniform and wear it; the regular guards would generally ignore you, but the SS would find you out.
** Fast-forward to more modern games in the franchise, at the beginning of ''[[Wolfenstein: The Old Blood]]'', protagonist B.J. Blazkowicz is caught by the enemy and tossed in the Jail Pit. Fortunately for him, there’s a pipe he can climb to the top, where the stupid guards have left the grate open. Unfortunately, the pipe breaks when he tries it. Fortunately, he can then use the broken pipe like climbing spikes to scale the wall, and find the gate in front of the pit has also been left wide open. Unfortunately, there’s a nasty-looking robot patrolling the area. Fortunately, all B.J. has to do to ''defeat'' it is [[Cut the Juice| throw a switch on a generator]] that shuts it off. Then the game truly begins, and he can start busting Nazi heads.
 
* Guards in ''[[GoldenEye 007 (1997 video game)|Golden Eye 1997]]'' must be blind and extremely nearsighted, because a patrolling guard will not bother to investigate the sound of gunfire even if you are using the loudest weaponry and they don't seem to notice you until you're almost right in front of you.
** You can also shoot their hats off their heads without getting a response.
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