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Quickdoor
Updated 4 years ago by Davdus

In Call of Juarez Gunslinger, there are multiple levels filled with doors that can only be opened by kicking them down. Whenever you kick down a door, you are forced to go into slo motion for a set amount of time. Normally, you wouldn't be able to cancel the slo motion of a kicked down door, which leads to slow movement speed and dialogue and checkpoint triggers delaying until the slo motion is over.

What if I told you, there is a way around that?

Timur, formerly only known for being a good XIII runner, sent me a clip where he was able to skip this kick down slomo in the first level. How did he do that?

š—¤š˜‚š—¶š—°š—øš—±š—¼š—¼š—æ: š—•š˜† š—æš—²š—¹š—¼š—®š—±š—¶š—»š—“ š˜†š—¼š˜‚š—æ š—¹š—²š—³š˜ š—µš—®š—»š—± š—“š˜‚š—» š—®š˜€ š˜†š—¼š˜‚ š—øš—¶š—°š—ø š—±š—¼š˜„š—» š—® š—±š—¼š—¼š—æ, š—¶š˜ š˜€š—øš—¶š—½š˜€ š˜š—µš—² š˜€š—¹š—¼ š—ŗš—¼š˜š—¶š—¼š—» š—®š—»š—± š˜†š—¼š˜‚ š—®š—æš—² š—®š—Æš—¹š—² š˜š—¼ š—®š—°š˜ š—³š˜‚š—¹š—¹ š˜€š—½š—²š—²š—± š—¶š—»š˜€š˜š—®š—»š˜š—¹š˜†. š—§š—µš—¶š˜€ š˜š—æš—¶š—°š—ø š—®š—½š—½š—¹š—¶š—²š˜€ š˜š—¼ š—²š˜ƒš—²š—æš˜† š—¶š—»š˜€š˜š—®š—»š—°š—² š˜„š—µš—²š—æš—² š—® š—±š—¼š—¼š—æ š—µš—®š˜€ š˜š—¼ š—Æš—² (or can be) š—øš—¶š—°š—øš—²š—± š—±š—¼š˜„š—» š˜š—¼ š—Æš—² š—¼š—½š—²š—»š—²š—±. To get this trick to work, you have to start the reload your left hand first, then attempt the kick down. This is most useful, but not limited to, They Call Me Bounty Hunter aka the Dalton level, the first train level and the third train level.

This strat isn't free time save. You need to consider multiple aspects when you go for this trick.

  1. It requires careful ammo management. Silas always shoots his right gun first and reloads his right gun first. This means that to maximize time save, you need to carefully route where you reload and where you shoot, so that only your left hand gun gets reloaded as you approach the door. Additionally, the use of slo motion of any kind will instantly fully reload both dual wielded weapons, making you unable to go for this trick until you've shot twice and reloaded your right hand first.

To help with your ammo management, consider the option of putting away your left hand gun to only reload your right hand preemptively with a slo mo or a manual reload. This, too, kinda needs to be thought through in advance.

  1. While you are able to do this trick with every dual wieldable gun, the timing for the trick is strict, and feels different with every gun. *) The ranger and six shooter have to have 4 or less bullets in your left hand to make this trick work. *) The shotguns have the longest reload, making them the easiest option to time the trick, but the hardest to manage if your right hand needs a reload. They also don't lose ammo during slo mo, which further hinders their flexibility when going for quickdoors. *) Quickshooters are the opposite of shotguns. They have the absolute fastest reload and have the same animation no matter how many bullets are left. This makes the setup easy, but the timing on the door tight.

  2. You are expected to be in slo motion when you enter rooms with kick down doors. This means that they are often filled with enemies and dangerous situations. Without thorough practice, this trick will either get you killed or waste you time as you stand in front of a door, shooting to get your left gun emptied or simply missing the timing.

Don't let this scare you of using this trick. It has a lot of potential and can be practiced fairly easily by loading saves. In time we will get smarter on how and where quickdoors are most useful. Until then, it is our job to experiment. Stay creative.

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