Infamous Quests

The Games => Quest for Infamy => Topic started by: nameless on February 17, 2015, 02:40:17 PM

Title: In search of the new three rooms in 1.1
Post by: nameless on February 17, 2015, 02:40:17 PM
Currently again playing as a Sorcerer. During one of Rayford's quests, rescued some slaves:
Spoiler (hover to show)
Title: Re: In search of the new three rooms in 1.1
Post by: Blackthorne on February 17, 2015, 06:16:02 PM
The sorcerer's new room isn't in the slaver's house! I can tell you that!


Bt
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 17, 2015, 07:38:21 PM
AHHH...
That narrows it to the other two rooms. From the three pictures let out;
Spoiler (hover to show)
Title: Re: Re: In search of the new three rooms in 1.1
Post by: nameless on February 18, 2015, 02:20:40 PM
AHHH...
That narrows it to the other two rooms. From the three pictures let out;
Spoiler (hover to show)
Late afternoon here on the 18th. Figured out what character can do more than eat cake.
Spoiler (hover to show)

Now, concerning the obvious choice for the Rogue.
Spoiler (hover to show)
Title: Re: In search of the new three rooms in 1.1
Post by: Blackthorne on February 18, 2015, 03:36:01 PM
Yeah, the slaver's house, there's nothing more in there.  There's gold and such in the hole, but you can't go down the stairs.


Bt
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 18, 2015, 05:38:43 PM
Yes, in the slaver's house is a cubby hole with a max health potion to replace sleep and food. Did this as a Rogue. Maybe all characters could access this slaver stash. Other than the Hummel room, I still need to find the inside spa and the room with the rocks and water falls. But which for the Sorcerer or Rogue. I think Rogue/spa and Sorcerer/rocks n falls. One place I can think of for the rocks and falls, but haven't figured how to get there. the Sorcerer refuses to float in that area.

Today the 19th. Sometimes, reading change logs gives vague clues;
Spoiler (hover to show)
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 21, 2015, 11:04:39 AM
Ok, so one area shows the character standing on a rock with lots of rock cliffs around with waterfalls and streams. I think I've tried floating about everywhere and one likely place, Roehm says there's nothing over there that inerests him. Unless something has to be done to make the other side interesting; do something, talk to someone, or do some reading (darn I hope not another one of those reading and wizzing scenarios.

The other character is standing inside somewhere with an indoor spa or pool. The change log says to climb inside here, but from the outside, Roehm refuses to even try to climb anywhere. At a certain time, after some event or events?

I know this game inside out, yet this 1.1 extra rooms, for now, have me stumped.

Cmon, anybody, throw me a bone here!
Title: Re: In search of the new three rooms in 1.1
Post by: Lambonius on February 21, 2015, 12:51:39 PM
For that interior room, you just need an arrow in the right direction, at night.

For the garden--you may need to talk to someone first--I don't remember how Blackthorne set that one up.  It is indeed a place that needs to be floated to, though it used to be accessible by other means.
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 21, 2015, 01:51:12 PM
Ah ha! just imagine at night. An arrow?
Talking to someone. hm...

Lots to go on. Now I have a reason to celebrate; maybe a couple of blt's on whole wheat.

>

Had a couple of BLT's and chocolate milk. Didn't have any extra insight to the two rooms. I haven't pursued the sorcerer room any extra yet. I did see two giant arrows in Tyr but haven't figured those out yet. Looks like all I've accomplished today is some extra cholesterol from the blt's.
Title: Re: Re: In search of the new three rooms in 1.1
Post by: Goatmeal on February 21, 2015, 04:34:31 PM
I did see two giant arrows in Tyr but haven't figured those out yet.

I would have imagined that you would have seen more than just two...
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 21, 2015, 04:44:49 PM
 :-[ Ah, for crying out loud  :-[
Well, off on an arrow hunt. Only two I've seen is near the large fountain and on top of the barracks.

Two people comes to mind who used "Well" a lot; Maggie in the thieves den, and Ronald Reagan.
Title: Re: Re: In search of the new three rooms in 1.1
Post by: Goatmeal on February 21, 2015, 05:08:44 PM

Well, off on an arrow hunt. Only two I've seen is near the large fountain and on top of the barracks.


On the barracks, you say?  What a strange place to find them...

I wonder why they are on the barracks in the first place?
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 21, 2015, 07:23:45 PM
Only the one on the barracks of the Tyr's Arrows, I suppose.
Title: Re: In search of the new three rooms in 1.1
Post by: Goatmeal on February 21, 2015, 09:38:15 PM
Only the one on the barracks of the Tyr's Arrows, I suppose.

You are entirely correct.  I mistakenly pluralized what you mentioned.  I should have said:

Quote
On the barracks, you say?  What a strange place to find one...

I wonder why it is on the barracks in the first place?


...but you gave the correct answer, regardless.   ;)   ;)
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 22, 2015, 09:20:34 AM
Something I'm not clear on; it was stated each of the 3 new rooms were specific to a character. I thought maybe the Rogue could win at archery and acquire a bow, but all he can do is win 50 Bly. The other two characters can do the same thing. The Rogue simply refuses to do anything having to do with sneaking into the barracks.

The Sorcerer also has me completely baffled. In the furnished picture of the new room, the rock on the left jutting out looks about the same as the one at the waterfall that all characters climb down from to get to the Gnoll. Probably just a coincidence.

The Brigand room only took hardly a day to figure out.


Blast it! Surely I'm missing the fact that maybe all three characters don't necessarily have their own specific room.
Title: Re: Re: In search of the new three rooms in 1.1
Post by: Goatmeal on February 22, 2015, 10:27:00 AM
Something I'm not clear on; it was stated each of the 3 new rooms were specific to a character. I thought maybe the Rogue could win at archery and acquire a bow, but all he can do is win 50 Bly. The other two characters can do the same thing. The Rogue simply refuses to do anything having to do with sneaking into the barracks.

Maybe your sneak stats aren't up to snuff?  Practice makes perfect, you know...

P.S. I'm not speaking from experience -- I've not played v1.1 yet, as I've been too busy with work lately.  Just trying to help, if I can...

Blast it! Surely I'm missing the fact that maybe all three characters don't necessarily have their own specific room.

From what I've read, each class has their own room.
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 22, 2015, 11:34:17 AM
Stealth 67 and thievery 100 (maxed I suppose). Maybe I'll practice sneaking for awhile and maybe get out in the cold air (in the real world). tnx
Title: Re: Re: In search of the new three rooms in 1.1
Post by: Goatmeal on February 22, 2015, 01:29:39 PM
Stealth 67 and thievery 100 (maxed I suppose). Maybe I'll practice sneaking for awhile and maybe get out in the cold air (in the real world). tnx

Makes sense...  If you're trying to break into a place that contains "the best of the best," you'd need to be on top of your game!

Good luck!   :)
Title: Re: In search of the new three rooms in 1.1
Post by: Lambonius on February 22, 2015, 04:48:57 PM
You can't get into the barracks through the front door.
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 23, 2015, 06:32:56 AM
Yeh, that's why the broads are always standing guard. Curious that you can only get a few words out of the one on the left.

Couple of odd occurrences in the game:
According to how you speak with Kayanna at the steep stone steps, Roehm asks her how she manages to stuff all of her into her dress, she replies.. only if he tells her how he manages to stuff everything into a cod piece.

During startup, while normal music is playing, if you take long enough before continuing, the music changes to a rock band style.

Found out why the garden scene shows its former glory; don't assemble the four seal pieces until you're at the stone mound with the skeleton and one of the pieces. Put the four pieces together, then walk back up screen and left to the old fountain. the former garden will show as you enter from the east. Doesn't matter what order you find the pieces, as long as you're a couple of screens to the east of the garden before assembling the four pieces.
Title: Re: Re: In search of the new three rooms in 1.1
Post by: Goatmeal on February 23, 2015, 12:11:33 PM
Found out why the garden scene shows its former glory; don't assemble the four seal pieces until you're at the stone mound with the skeleton and one of the pieces. Put the four pieces together, then walk back up screen and left to the old fountain. the former garden will show as you enter from the east. Doesn't matter what order you find the pieces, as long as you're a couple of screens to the east of the garden before assembling the four pieces.


I know that it was mentioned a while back...

http://www.infamous-quests.com/forum/index.php?topic=1515.msg23123#msg23123 (http://www.infamous-quests.com/forum/index.php?topic=1515.msg23123#msg23123)

...but I was under the impression that you needed to specifically get the Death piece last (the other 3 in any order).  At least, that's how it worked for me the most recent time I tried it.

Do we have to get the Death piece last in order to trigger the Easter Egg?  Or can we get the pieces in any order, and it's the act of assembling the pieces of the crest at the mound, then moving to the garden from there that matters?

Judges?  Can we get a ruling here?
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 23, 2015, 12:35:04 PM
Going back and doing it in a mixed order would tell. One weird thing though, in 1.1 I got the piece from the bank first. When I went outside, it transitioned to dark, setting it up to get Kayanna'a message from Kit.

Did you know the sorcerer can get the angel's wings by using the hammer?
Title: Re: In search of the new three rooms in 1.1
Post by: Goatmeal on February 23, 2015, 01:11:16 PM
Going back and doing it in a mixed order would tell.

Yeah, unless I hear from one of the IQ team here first, I'll try it when I get some more free time in the middle of March...


Did you know the sorcerer can get the angel's wings by using the hammer?

I'm not surprised!  I know that Klytos and BT wanted numerous ways to be able to solve problems in QFI, and not be locked in to only one specific answer/item per puzzle.
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 23, 2015, 01:35:06 PM
I don't think the mound piece has to be last, and you can assemble the four pieces anywhere and enter the garden from any direction.

I got the mound piece third and the Japsworth piece last. went to the north graveyard and assembled the four pieces. took off the necklace and headed south to the garden. Nothing! Went back north to the graveyard, put the necklace on and back south again to the garden. Roehm automatically walked to the east side towards the gate and the vision appeared. Same thing when entering the garden from the west side.

Apparently, the only thing required, at least in 1.1, is after putting the pieces together and wearing the necklace, you can enter the garden from any direction. Also, I have proven that the order of getting the pieces doesn't matter.
Title: Re: In search of the new three rooms in 1.1
Post by: Blackthorne on February 23, 2015, 02:08:58 PM
For the garden egg, the order of the pieces doesn't matter. 
Spoiler (hover to show)


Bt
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 23, 2015, 05:26:15 PM
Discovered something I formerly overlooked at the area where the Gnoll is
Spoiler (hover to show)
Title: Re: In search of the new three rooms in 1.1
Post by: Blackthorne on February 23, 2015, 05:56:30 PM
The rock is just another solution for getting in the gnoll cave if you didn't have the grappling hook.

You're barking up the wrong tree on this screen here, I can tell you that much.

Bt
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 23, 2015, 06:09:54 PM
Just found out the Rogue can also do that. Let's understand this; how would the rogue or brigand get down there without a grappling hook, and even the sorcerer if he doesn't yet have float??? But the big issue here concerns the sorcerer.

Anyhow, I'll assume this is not where the sorcerer should look for the elusive room. At a destroyed bridge with lots of rocks and water, haven't done anything except fall to my death, and he says there's nothing interesting on the other side. I just know there's something so simple that I'm missing.
Title: Re: In search of the new three rooms in 1.1
Post by: Blackthorne on February 23, 2015, 07:08:26 PM
You can also use just the plain rope to get down.  If you used the plain rope and the crowbar on the rock, you can get in.

There are steps you have to take to discover secrets.


Bt
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 23, 2015, 08:43:04 PM
Ah &%*$, not steps... was afraid of that. The secret bar all over again  :( . Fortunately, this is the good night on CBS. Maybe tomorrow or later this week.

There seems to be a scarcity of previous gamers on this forum. Must be lottery winners or something  :o
Title: Re: In search of the new three rooms in 1.1
Post by: Lambonius on February 23, 2015, 09:30:08 PM
It's not like the secret bar easter egg where you have to do totally absurd things that no one would think to do; the bar was meant to be so obscure that no one would find it unless they were an active fan engaged with us on the forums to follow the obscure clues we gave out.  These rooms are totally accessible through normal gameplay; they're just designed to reward particularly thorough players.  You very likely just haven't talked to the right character yet to find out about the hidden grove.
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 23, 2015, 11:33:41 PM
That's quite comforting. I dreaded the old scenario of reading, typing in, rug pissing, etc. all that was totally illogical and normal gameplay isn't supposed to be illogical. so I suppose that sneaking into the Tyr's Arrows is similar to the sorcerer room.


>

Ok, went through the entire world of QFI and spoke with everyone, day and night, before doing the crypt as sorcerer, and afterwards questioned Randy, killed him, got over bush and took all lefts at least twice. Still no hidden glade. I've never seen anyone new to talk to. Even talked to Bill Murray!

>
>
>

Still haven't found the someone that has info about the Sorcerers secret glade. Looked over the list of NPC's in the game. Some names I haven't seen during the game. I'm thinking that only at a certain point in the game, and after doing something, will the NPC appear. But one of you did state that all three character rooms were accessible through normal (?) gameplay.

The Brigand's room was fairly easy. Sorcerer seems pretty straight forward, where's that @#&* NPC? And the rogue? No back door on that one as I can see.
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 26, 2015, 02:25:15 PM
I may be wrong, but didn't someone mention that the traffic cone might be important in 1.1?

Roehm will react to the well by Rayford's house, but he says "Not right now" Is this important?

Same thing with the hanging potted plant to the right of Rayford's office. Anything about this?
Title: Re: In search of the new three rooms in 1.1
Post by: Klytos on February 26, 2015, 05:46:13 PM
No, the traffic cone isn't important in 1.1. In fact, it's not important at all!
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 26, 2015, 06:01:06 PM
Found an error in the quick start walkthrough included in the game download.

In becoming a brigand, it tells you to put the helmet/teeth with tongs attached into the fire, then get the disc from the water. It doesn't say to put the tongs back where you got them. The next time you go past the smithy at night, you'll be arrested and it's game over.
Title: Re: In search of the new three rooms in 1.1
Post by: Chadly on February 27, 2015, 02:43:55 AM
@nameless (http://www.infamous-quests.com/forum/index.php?action=profile;u=558)  Yeah bud no shit.!!!!!!  Look bugs are ever present in all games, So unless you write one leave QFI alone. 
Not to say its perfect cuz its not, but dammit its the best game to come out in 20 years in its genre.  No trolling here just the facts Nameless.   










Title: Re: In search of the new three rooms in 1.1
Post by: Chadly on February 27, 2015, 02:52:09 AM
@nameless (http://www.infamous-quests.com/forum/index.php?action=profile;u=558) and all others,

             Hey im sorry if i sound like a dick, i support IQ and I apologise if i have stepped on others toes,,
Title: Re: In search of the new three rooms in 1.1
Post by: garr on February 27, 2015, 10:15:32 PM
Doesn't seem too safe around here since taking leave of the disharmony.

Been playing QFI 1.1 some and just don't find any added rooms for the characters other than the one for the brigand.

Has any gamer, not connected with QFI, found the rooms for rogue and sorcerer? I don't want to know how, just need confirmation that a typical gamer has seen all three rooms.
Title: Re: In search of the new three rooms in 1.1
Post by: Klytos on February 28, 2015, 12:44:35 AM
It's really not supposed to be that hard! :)

Hint for Thief: Climbers kit. Tyr.

Hint for Sorcerer: A useless item. Grasslands.
Title: Re: In search of the new three rooms in 1.1
Post by: garr on February 28, 2015, 07:41:12 AM
 :-[ As Lou Costello used to say, "Well whata ya know"  You sir are a scholar and a gentleman!
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 28, 2015, 10:15:11 AM
Thanks for the heads up guys (?), so I bought an item and did what a message said to have it looked at. The standing stones in grasslands seem to be relevant, but in the two or three screens the useless item doesn't work on anything. So it seems it really is useless. Maybe there's a single pixel hot spot or something. Darn if some of those rocks look an awfully lot like the ones in the picture of the secret glade.
Title: Re: In search of the new three rooms in 1.1
Post by: Lambonius on February 28, 2015, 12:04:51 PM
There are no single pixel hotspots.  I suspect that part of the problem here is that you guys have already played the game several times and thus are used to a specific path through it, and aren't thinking to do things that would be fairly logical to someone playing it for the first time.

Remember, there are different characters in certain locations at different times of day.
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 28, 2015, 12:51:14 PM
I have found the room specific to the Brigand playing as that character.

I am currently playing as a Sorcerer. The grass lands standing stones don't react as expected once I have the useless item and have shown it to a certain someone in the
Tyr library.

> Finally figured out how to get into the secret grove as a Sorcerer by selling something at night. In the grove, I think I did something that shouldn't have been done. I drank some moonshine and showed up in the barn to east of Volksville. I can use map and go to any pre defined location, but I can't walk from that location, not even off screen.

> ok, several minutes later decided to redo the secret glade. Yep, if you leave there by drinking moonshine, you can not leave the screen wherever you teleport to.

You MUST leave the secret glade by floating back up.  ::)
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on February 28, 2015, 10:38:20 PM
Just completed the Rogue and sneaked into the Tyr's Arrows barracks during the silver raven quest.
Having completed all three classes and their secret rooms, my favorite one is with the sorcerer. The simplest was the Brigand. The rogue was a bit confusing because you can't see the character when he's correctly positioned to use the item to sneak into the barracks.
Title: Re: In search of the new three rooms in 1.1
Post by: Klytos on February 28, 2015, 10:54:34 PM
Why is it confusing? If you try the climbers kit on the correct window without being near enough it says "You need to find a better spot. You know - one where the guards may not see you!" That's a pretty big hint to try again in a different spot.
Title: Re: In search of the new three rooms in 1.1
Post by: nameless on March 01, 2015, 12:10:11 AM
Never the less, that's over with.

Oddly enough, the Rogue can sell the useless item, from the mines, to the night time character at Hermit Homestead. He tells the rogue to do what he tells the sorcerer to do with the item you're supposed to plant  ::)