> I don't think I could possibly improve on the description that Ian and I
wrote
> in the walkthrough:
>
> 47. The people of Fawn are now in a 'Schrödinger's Cat'-like state, being
> neither alive nor dead, but somewhere in between until they are
>observed.
From what I understand, the mass death in Fawn is triggered by some Eggs
scattered over the town, which have the script like:
if( f_BanesAreReleased )
{
KillNPC(xx);
KillNPC(yy);
{
or such. Same script sets some flag on the queen to change her bodily
appearance to skinless. This flag is also checked in talks with the queen
and chooses the portrait.
So, if you will go to Fawn and avoid the Eggs, then the citizens will be
alive. More so. The Fawn citizens drop dead at your approach during the
normal gameplay too. Sometimes it is noticeable, especially behind the
walls.
Joseph's trick is - to release the banes which waiting for the Oracle's
Trial, using the usually-blocked-at-this-plot-moment passages (by staircases
of bread and such).
Then you go to the trial, and the long trial's script starts. It invokes the
real (not defaced) version of the queen's portrait, as also lots of NPCs.
This is the "trial" script and not "talk to queen" script, so it even does
not know that the queen can be defaced and the citizens can be dead.
Origin guys just did not debug the "trial" script in having no interop
issues with the "release the banes" script. This made the game even more fun
--
Max
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