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Thread: Cassandra Episode 1: Spoilers

  1. #101
    New Member
    Registered: Jul 2003
    right, finished part 1 and i think ive managed to explore most parts of the game.

    however.... there is the door with the special weapons which i havent been able to get into and the door opposite anna's office that i also have not been able to eneter. has anyone entered them??? if it is not possible to enter them at the stage (only later on) in the game then please could the creators tell me for sure because i do not want to spend hours trying to find a way into them.

    also, when completing the final danger room if you hack some of the computers it allows you to open 3 separate blast doors. i think i must have missed something since i did not see any doors opening nor have i found any blast doors. can someone help me out on this one too?

    great mod though. hope the next episode comes out soon.

    thanks for the making it.

  2. #102
    Member
    Registered: Aug 1999
    Location: Bath, England.
    Just to save you going mad, no, it's not possible to open the blast doors with the information you currently have available.

    (Probably)

    And the reason you didn't see the Blast Doors was because you've opened them all before you get there. Try going to the bottom of the skyscraper before using all the computers.

    KG

  3. #103
    New Member
    Registered: Jul 2003
    thanks, i see what you mean about the blast doors, but what about the other two i mentioned.

    the one with experimental weapons and the one next to anna's room. are these for later on in the game or are they possible to enter during this episode. your not supposed to work out the code to the experiment weapons room by using the previous codes on the datacube above the door are you? as for the one next to anna's room i have no idea how to get into that one? any help or is it just the case that it is impossible to enter them at this stage in the game?

  4. #104
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    You're not supposed to see behind those doors in this episode.

  5. #105
    randomnine
    Guest
    Couldn't help but notice the Wonderbra advert in the ending cinematic shortly after the sexual harassment scene. Very nice touch.

  6. #106
    Member
    Registered: Aug 1999
    Location: Bath, England.
    What can I say? We try.

    KG

  7. #107
    New Member
    Registered: Jul 2003
    Location: Michigan

    Feedback to "The Cassandra Project"

    Hi, I just want to drop a quick line of praise for the fantastic Deus Ex mod, "The Cassandra Project." I always pass over a lot of Deus Ex mods because they just don't interest me, but the premise for this one was promising. I loved the new weapons (especially the "HAM" grenade), and the story is just to die for. I look forward to seeing the next episode of this mod.
    "Okay, am I the only one here who sees the alien sitting in class?!"

  8. #108
    Member
    Registered: May 2001
    Location: England
    I'd kill to see the next part, or has that been your plan all along. An army of devotees ready to kill on a whim.

  9. #109
    OFU_Spoon
    Guest

    Just played episode one. Nice work dudes! There's more attention to detail in this mod than there was in DE itself.

    I could go through a list of things that I like about this mod, but I'd just be repeating what other people have said.
    The only thing that I would suggest making changes to would be the multitool. If you can type in the numbers as they appear, 100% difficulty devices are not significantly harder to defeat than 20% devices. Maybe the keypad should be 'locked' (to borrow from mobile phone teminology) until all of the numbers have been displayed?

    Thanks for the great mod, can't wait for the next episode!

  10. #110
    MUAHAHAHAHA... might I add that n00bs/spoiler haters need not read this....




    The code to the doors for the weapons is 123456789... MUAHAHAHAHA
    I figured it out as my 1st guess!!! I thought to myself, "what code is NINE numbers long.... oh look, a nine number line of numbers on my keyboard!"

  11. #111
    New Member
    Registered: Jul 2003
    Location: Michigan

    Yeah, I find I keep going back to the game, short though it is so far, and finding new stuff. I never noticed that "Homeland Security" poster in Bobby Chaos's office; it gave me such a laugh.

  12. #112
    Member
    Registered: Sep 2001
    Location: Sat at my desk.

  13. #113
    Member
    Registered: Aug 1999
    Location: Bath, England.
    Originally posted by SquareSoft0
    The code to the doors for the weapons is 123456789... MUAHAHAHAHA
    My, we really did leave a lot of working stuff in. We're rubbish, us.

    KG

  14. #114
    wha...? If that made any sense I'd probably agree ^_^
    I also noticed those poor animal... things at the end of the firing range...
    Too bad they don't like the ubber-death canon!!! MUAHAHAHAHA
    Um... so, who else guessed the code to the ubb3r l337 w3@p0nz?
    I hate l337 sp33ch...

  15. #115
    Member
    Registered: Jul 2003
    Location: Dublin
    heheh, nice bit of fourth wall breaking with the experimental guns.

    edit:Christ, did I write actually misspell it "forth"?
    Last edited by Nervie; 27th Jul 2003 at 20:53.
    "Why not have him rape some puppies while you're at it. That'd certainly be a
    new direction."

  16. #116
    Member
    Registered: Aug 1999
    Location: Bath, England.
    Yeah. Which is why it's annoying we released it with the "wrong" code. Ideally, the player would be only able to get in there on a second play through when they're given the freedom to play with the context a little.

    Anyway. Thats' for V2.

    KG

  17. #117
    Member
    Registered: Jul 2003
    Location: Dublin
    I was demonstrating CP to a friend today, and he found out about the failsafe from the sexist guys instead from bobby like i did. nice.

  18. #118
    how do you get the secondary ammo for the prostitute bazooka?
    Last edited by sergeantgiggles; 12th Mar 2008 at 18:04.

  19. #119
    Might I suggest you make the secondary ammo shoot babies, and name the ammo "Abortinator Ammo"

  20. #120
    New Member
    Registered: Aug 2001
    Location: earth
    For me, the strongest aspect of Cassandra is how it creates a genuine atmosphere,- most games bear little relevance to the real world. Even if you take something like Operation Flashpoint, it may be realistic but few have ever seen that life, it's something removed and distant. It may be an obvious thing to say but this relevance to life is the best aspect: the flourish of your mod is to have people talking like people, not like strange sanitised automatons, to have books that you can read here and now, not some silly thing made up by a games desginer, all in all avoiding that infamous 'Hello, This Is A Computer Game' sick feeling that almost all games seem to have been thoroughly laced with...
    It's that that makes it cool. That, and the fact that Bobby Chaos 3.2's Scoetish ahkzent is puer fuckin Mahrk Renton.
    Weakest part? The opposite of the above point, I guess...all the aspects that remind me it's a friday night and i'm playing a fucking computer game.

  21. #121
    Member
    Registered: Jul 2003
    Great new wapons V Hard and by the way pawns does not have an "r" in it they are swimming things. Blimiy two whole pages for someone to pick that up.

  22. #122
    Member
    Registered: Mar 2001
    Location: Oxford, England
    An ironic complaint in a post which lacks a significant amount of punctuation and an "e" in weapon.

    Let he who is without sin cast the first stone.
    'An anarchist is a liberal with a bomb'

    Trotsky

  23. #123
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    Let he who is without sin cast the first scone.

  24. #124
    Oh well, i might as well give my two cents on this wonderful mod. Great level design, i'd say more attention to detail than dx. The g36 is what the assault rifle in dx should have been, and the new grenades are nice-i hope the first mission has the difficulty jacked up to match. Complaints: the lack of voices- the voice acting really is quite good, why not voice all the conversations and barks? Also, would it be possible to make the pistols semi automatic-rather like the crowbar and swords were in dx?

    and i still want to know how to summon mk. II ammo......

  25. #125
    Member
    Registered: Sep 2001
    Location: Sat at my desk.
    Fair enough, we'd have liked to have it fully voiced as well, but it was just totally impractical.

    There's thousands upon thousands of words of dialogue in just the first episode alone. Really.

    I know it seems short to some, but with all the various options and alternatives available it's weeks and weeks of work for somebody (for no money whatsoever) and getting what we had was hard enough as it was.

    Put it this way: It would have been MONTHS earlier had it not been voiced at all.

    The approach we took was similar to certain Japanese RPGs (so I'm told) in that we gave a few lines for you to get the idea and then left it text-only from there. The closest similarity I'm personally familiar with is probably something like Baldur's Gate. And it's probably the approach we'll have no option but to take for future installments.

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