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Softlock in Arid Sands Night Act 1?

Open TheCommandoChicken opened this issue 9 months ago • 6 comments

Validation

  • [-] I have checked the Issues page to see if my problem has already been reported
  • [ ] I have confirmed that this bug does not occur in the original game running on original Xbox 360 hardware

If you have DLC installed, please specify which ones you have.

  • [-] Apotos & Shamar Adventure Pack
  • [-] Chun-nan Adventure Pack
  • [-] Empire City & Adabat Adventure Pack
  • [-] Holoska Adventure Pack
  • [-] Mazuri Adventure Pack
  • [-] Spagonia Adventure Pack

Describe the Bug

I'm fully willing to believe I've missed something, but I seem to be softlocked in Arid Sands Night Act 1 with no way to proceed.

Steps to Reproduce

  1. Go to Arid Sands Night Act 1
  2. Play until you reach the part with the fountain
  3. Proceed to the area with the fire mage and the pushable block in the cubby
  4. Kill all enemies so that the path opens
  5. Move the block over to the sun medal and pole in the wall
  6. Jump up and grab the pole and use the flying enemy to reach the balcony
  7. Now collect everything on the balcony and then backtrack to the fountain area, and use the box in the other cubby to open the doors with the rings and the record
  8. Upon heading over to the area with the 4 colored keys, it seems that some of the enemies have disappeared, and killing the enemies that are still around doesn't open the gaia energy wall

Expected Behavior

Defeating all the enemies would open the wall and allow progression.

Footage

Image Image

Specifications

Fill out the following details:

  • CPU: Ryzen 7 2700X
  • GPU: AMD Radeon RX 570
  • GPU Driver: Unsure
  • OS: Linux Mint 21.3, running KDE Plasma 5.24.7
  • Version: 1.0.0

TheCommandoChicken avatar Mar 03 '25 14:03 TheCommandoChicken

I've tried to replicate this with the given steps on both Unleashed Recompiled and my Xbox 360 and it never happened on either times. Are you sure you didn't just miss an enemy? I can't exactly tell from your screenshots as there are some blindspots to the area. The 3 required enemies are the 2 bees and the 1 mage enemy. These enemies respawned perfectly fine for me on both methods.

DeaTh-G avatar Mar 03 '25 17:03 DeaTh-G

I'm almost completely sure the bees disappeared. I definitely couldn't so much as hear them even wandering around the area for ages.

TheCommandoChicken avatar Mar 03 '25 23:03 TheCommandoChicken

Actually, yea, I had the same problem during my first run of the stage. I got stuck in that segment seemingly because one of the bees just vanished.

I only got out of it by using good ol' XYY+LB to clip into a wall and (accidentally) fall, thus resetting the checkpoint.

sonicfind avatar Mar 04 '25 01:03 sonicfind

https://www.youtube.com/watch?v=U0TqRzUzC0E Example

sonicfind avatar Mar 04 '25 01:03 sonicfind

Revelation: the enemy kill counter probably resets whenever the enemies spawn in. However, if you killed one of them already (whether manually or by a zappy boi), then the count can never reach the amount required to deactivate the gate.

sonicfind avatar Mar 04 '25 01:03 sonicfind

Andddd this is an original hardware game bug. Oh well.

sonicfind avatar Mar 04 '25 01:03 sonicfind

Revelation: the enemy kill counter probably resets whenever the enemies spawn in. However, if you killed one of them already (whether manually or by a zappy boi), then the count can never reach the amount required to deactivate the gate.

Ah, bless, yeah I've just tried this myself on my Xbox 360 with this new information and can confirm that this will indeed trigger the softlock. If you kill one of the 3 required enemies for the wall to drop and then abandon the area to despawn the enemies, upon revisiting the area killing the remaining enemies will not unlock the gate and result in a softlock. As this is how the original game behaves on the original hardware the issue will not be seeing a fix from the recompilation team.

DeaTh-G avatar Mar 04 '25 15:03 DeaTh-G