A very thorough analysis of this "exploit" -- congratulations. :)
Do you know if it will work for the Brigand and Rogue classes? (At the moment, I don't know why it wouldn't...)
Other than that though same thing without the magic, but in the case of a brig, there is an even better and faster way...that is, if your interested friend.
...die but you will come back instantly at full health same spot so don't worry...
Other than that though same thing without the magic, but in the case of a brig, there is an even better and faster way...that is, if your interested friend.
I would be interested.
And there was no offense intended by calling it an "exploit" -- however, following you excellent guide, the mere fact that you can......die but you will come back instantly at full health same spot so don't worry...
...seems like something's being exploited here! ;)
No, it's not intentional. It's an exploit of a bug.
Bt
Really? Whats the bug, and why is it scriped with a narrator messege?
Really? Whats the bug, and why is it scriped with a narrator messege?
Sometimes when you lose a battle, you don't die and instead awaken in Jerrod's apothecary -- Hobbs "found you in the forest (or something like that), and ran to get help"... It sounds like a similar message.
Not sure if it's a "random" occurrence, or calculated from/influenced by some other factor, like your Infamy...
odd ive done this since day of release lol
caused some major bugs on the main release hehe
blocking again is one of those easy as hell things though
:) but then there is the magic and yes sir
hehe exploits are fun esp when they are buggy ones muhahah
I am, but that and the secret 5 step things is what I have left to do. People around here are so closed liped though, that I did not know a second one exsisted. Also far some reason unlike other games, there is not alot of info out there about this one. I am starting to wonder if thats an accedent.
What? You mean you haven't found the other ending yet?
Huh. And here I thought you were a "true" QFI superfan...
Oops! I've typed too much. Forget I wrote anything...
No, not the Infamous Quest Bar: You get to play the first few scenes at the start of QFI2 with the alternate ending.
Just in case you can't find it, here it is:
( ATTENTION: MAJOR QFG2 SPOILERS -- DON'T READ!!! )
No, not the Infamous Quest Bar: You get to play the first few scenes at the start of QFI2 with the alternate ending.
Just in case you can't find it, here it is:
( ATTENTION: MAJOR QFI2 SPOILERS -- DON'T READ!!! )
ok your joking.
No, not the Infamous Quest Bar: You get to play the first few scenes at the start of QFI2 with the alternate ending.
Just in case you can't find it, here it is:
( ATTENTION: MAJOR QFI2 SPOILERS -- DON'T READ!!! )
ok your joking.
You are absolutely right -- they are actually QFI2 spoilers, and NOT QFG2 spoilers as I had originally written. You can still see my mistake in your quote above this post.
I have since corrected that in my original spoiler post, and in this post. Sorry for the confusion.
I guarantee you infamy effects the ending. Your mentor will not help you if you've not got enough infamy and you'll just have to bash your way through the front gate.
would we know if we got the secret ending?
or the normal one? i may have never got the normal ending as my infamy has always been super high
shrug
or are there other steps to also get to this ending hmm
book book book
welll trust this i checked and again without exploits i had the highest ranked infamy you can get
with the exploits even higher as goatmeal mentioned the pickpocket one, lol
soooo not sure must be something else that triggers it, or that IS the secret ending idk
shrug.. im soo confused
how would we know..?
Try to get through the game with less than 100 infamy.
There's no "special" ending that's only available to certain levels.
You've lost me. What do you mean payment? Everybody gets the same ending regardless of anything they've done in-game.
If you finish the game with less than 100 infamy, your mentors won't help you. Kurdt for example will say "I think we can take our chances. We've been through different Mayors down in Tyr before and survived just fine." instead of sneaking you in by boat. That's why I say your infamy affects how your mentor treats you after your escape from the Morroi compound. There's no benefit, there's a benefit for finishing with more than 100. You have obviously always finished the game with more than 100 infamy.
There's no "special" ending that's only available to certain levels.
There's no "special" ending that's only available to certain levels.
April Foo-- I mean,
May Fools !!! ;D
There is no secret ending that allows you to play the first few scenes of QFI2.
In a fit of boredom, I made it all up just to see if I could devise a short little "game" that would be fitting for the epic start of QFI2...
Sounded pretty convincing, no? ;)
Well the same could be said of some p&c Sierra adventure. Simply select an inventory item and keep clicking on things until something happens. I wasn't trying to say that looking back to the old games we played 20+ years ago is a bad thing, but if we keep making the same games over and over we become redundant. If every game I make references an old Sierra game in puzzle or dialog, what the point of the new game? It's just the same old thing with a new coat of paint. That's why some game series die; there's nothing new there.
I'll also say in defense of streamlining icons, is there a game out there where there's a need for both talk and interact? I'm sure there's a couple of examples but I think the majority of games one or the other is superfluous at any given point. In Space Quest 1 for example, clicking the talk icon on the barman in the cantina would make sense, clicking the hand on him does nothing. Clicking the talk icon on the pokie machine makes sense, clicking the talk icon does nothing.
Josh Mandel once said that removing the parser interface meant a loss of interaction that he then had to work out how to replace in a different way. So Freddy Pharkas used a lot of inventory on inventory puzzles instead which developed the genre in a new direction. That is how we can learn from the past but not be stuck there.
As for save games, I'm sorry but having to use a save to finish a game is simply poor design, and not just by today's standards. If I need to see what's written in a death message to figure out the correct way to do something, the designer didn't signpost that particular puzzle properly. Yes QFI has no dead-ends, but that's because we intentionally made it that way. I don't have a problem with say in SQ1 for example (again) where if you forget to get the piece of glass from the shuttle you can't progress. I have a problem with the piece of glass not being visible and there being nothing to tell you about it except guesswork.
I have no idea what you're talking about with offending people... :)