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Topics - Goatmeal

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31
I checked the IQ/IQ Twitter feed yesterday, and saw that Aubrey Hodge's Official Soundtrack for Quest For Glory 4 was finally released.  I usually checked his Bandcamp page every couple of days for signs of progress, but BT beat me to the punch yesterday!

It's WELL worth the $15 price.

http://aubreyhodges.bandcamp.com/album/quest-for-glory-shadows-of-darkness-official-soundtrack

I'm only a quarter-way through listening to the "real instrument" versions, but "Erana's Staff' is my current favorite by far; this arrangement is so achingly beautiful, yet haunting at the same time...

Purist Warning / Buyer Beware: While every track from the game is included as a ultra high end Sound Canvas version, not EVERY track has been remade using real instruments -- BT asked Aubrey about that, and his reply was "that it would've 'taken too long!'"

32
Quest for Infamy / QFI Soundtrack - Chronological Order
« on: August 22, 2015, 09:21:40 PM »
While it's difficult to put a somewhat non-linear game soundtrack like QFI "in order", here's my attempt:

(Note that while the tracks are in order of the game events, some tracks are grouped due to non-linear geographic areas/screen progressions, and others are grouped according to class - Brigand, then Sorcerer, then Rogue)

(It also seems like I was able to get the "Surfing with the Centai" track to trigger somehow, but I cannot remember how to do it again to determine where it should be placed...)


Start new Infamy.mp3
Quest for Infamy.mp3

Welcome to Volksville.mp3
Volksville town.mp3
Gwen and Owen.mp3
The Tobacconist.mp3
The Jolly Rogering!.mp3
Potions and Poultices.mp3
Prospero.mp3

The Execution.mp3
Meet Rayford.mp3

7 Drunken Knights.mp3
7 Wasted Knights.mp3
7 Paralytic Knights.mp3

Game of Cards.mp3

On a Roll.mp3

Volksville after dark.mp3
Sleepy Town.mp3
Watch out for Monsters.mp3
Prepare to Die.mp3

Welcome Inn.mp3
Early Riser.mp3
Legends Never Sleep.mp3

My Pet!.mp3

Cheeky Banker.mp3

Join Us!.mp3
The Law Won.mp3

Tranquility.mp3
Apple Fields.mp3
Vantage Point.mp3

It was THIS big.mp3
Brattles Cabin.mp3
A Walk in the woods.mp3
The Ruined Mansion.mp3
The Ghost in The Trees.mp3

Live or Die.mp3
Good Evening Lawman.mp3
Gorth is Dead!.mp3

Of Bears and Dens.mp3
To be a Brigand.mp3
The Plan.mp3
The Ambush.mp3

The Old Graveyard.mp3
The Chapel.mp3
Den of Thieves.mp3

The King's Road.mp3
Swart's Old Donkey.mp3
Hermit Homestead.mp3
Secret Garden.mp3 (*)
The Wrecked Homestead.mp3
Quercus sinuata.mp3
Rolling Hills.mp3
I am Hummel.mp3

Port of Tyr.mp3
The Beautiful City.mp3
Tyr's Arrows.mp3
Fresh Sea Air.mp3
The Red Door.mp3
The Salty Dog.mp3
Tea with the Mayor.mp3
Cool night by the sea.mp3

Magic and Might.mp3
Stinky Swamp.mp3

The Curse.mp3

The Runes of Doom.mp3

Rainbows.mp3
Behind the Waterfall.mp3
Smokin' it Up.mp3

The Meeting.mp3

Necklace 1.mp3
Necklace 2.mp3
Necklace 3.mp3
Necklace 4.mp3

Hummel's Dead.mp3

The South Woods.mp3
Necromancer's Cave.mp3
The Moonshiner.mp3

Show no Mercy.mp3

Morroi Nightmare.mp3

Tyr Battle.mp3
The Showdown.mp3
Another Showdown.mp3

Death of a bastard.mp3
Centai Forever.mp3
Goodbye Mr Roehm.mp3
Don't Count on Me (Want to be a Hero).mp3
Family Makes You Wait The Longest.mp3 (*)


Q-F-Highlander.mp3
Magic Show.mp3
The Library of Tyr.mp3
Fish on a Wall.mp3
Broken Fish.mp3

Choose your Path.mp3
Surfing With The Centai.mp3
Silly Theme (unused).mp3
Japsworth (unused).mp3
Sad theme (unused).mp3


 (*) Exclusive IQ Forum Track / Not Part Of The Original Soundtrack Release

33
Quest for Infamy / Still discovering things in QFI...
« on: August 05, 2015, 01:05:12 PM »
Even though I've been playing QFI for almost a year, I am still discovering new things -- things I hadn't tried before.  Most recent example:

While working on the recent "Worlds of Tahrsein" article, I used several sets of saved games in order to refer to the game's text at different points in the game and for the three character classes.

Well, last night, instead of clicking the Map of Lonaria on Roehm in his room in the Inn, one of those times I accidentally clicked the Map on the Bed.

The resulting game reference and narrator's indifferent reply made me laugh out loud.

Thanks, guy.   ;)

34
The World of Tahrsein:
The Lands of "Quest For Infamy"

========================================

Tahrsein –
     Tahrsein is the name of the world in which the Quest For Infamy games take place.  A single moon called 'Lidos' orbits the planet.
     Over 10,000 years ago, a great celestial event altered Tahrsein's evolutionary course: a massive cataclysm decimated the planet's surface, destroying almost all of the societal advancements made by the previous inhabitants (who are now referred to as "The Ones Who Came Before").  Rumored to be the result of a comet striking the planet's surface, none of Tahrsein's current inhabitants know with certainty; its cause has been long since forgotten over the intervening millennia.
     Out of the ashes, those who remained slowly rebuilt their shattered planet, eventually giving rise to the five great nations of Tahrsein:
          • Lonaria
          • Jhondar
          • Illinaya
          • Hoondal
          • Dvorkia
     By the start of Quest For Infamy, these nations are joined by numerous other countries, lands, kingdoms, and realms across a repopulated Tahrsein. (QFI Game Manual, QFI Official Companion)
     * The cataclysm and resulting consequences are to be an important plot point of Quest For Infamy 2. (QFI Official Companion)

"The Ones Who Came Before" –
     The historical name of the people who lived before the great cataclysm that once shifted the world of Tahrsein.  Remnants of their great society can be found in the Thieves Den (Lonarian South Guild, Number #67408), which is far older than any other place in South Lonaria, as well as their vast network of tracked tunnels that run beneath the Valley of Krasna. ("The Ones Who Came Before" = Red, Thieves Den) (Map of Lonaria/Rogue Class)
     * The cataclysm and resulting consequences are to be an important plot point of Quest For Infamy 2. (QFI Official Companion)

Lonaria / The Kingdom of Lonaria –
     One of the five great nations of Tahrsein, the Kingdom of Lonaria is split into two large areas by the Great River Silmahwyn: North Lonaria, where the Castle of the King — 'Koninglist' — is located, and South Lonaria, also known as the Valley of Krasna. (QFI Game Manual, QFI Official Companion) ("Kingdom", "Castle of the King" = Udo, Volksville)
     Considered the greatest King of Lonaria, it was Ferris the Brave who unified the feuding villages, built the great bridge across the River Silmahwyn, and commissioned the construction of the Port City of Tyr as well as the King's Road. ("Ferris The Brave" = Jovan, Library/Tyr)  King Harland Uland is the current ruler of Lonaria. (Velikor, End Cut-Scene)

North Lonaria –
     The Castle of Koninglist, seat of power for the Kingdom of Lonaria, lies in the northeastern forest, while closer to the King's Road in the grasslands lies a mill to the east and a little village on the western side. (Various Looks = Narrator, King's Bridge/Tower Bridge Screen)  The Order of the Cloak and Dagger also has a Guild there, the Lonarian North Guild ("Raven Side-Quest" = Red, Thieves Den).

South Lonaria –
     Also known as the Valley of Krasna, this half of Lonaria is nestled between two great mountain ranges that form its eastern and western borders.  Krasna consists of the great Port City of Tyr, located on the ocean in the southwest, and the forest town of Volksville, located in the heart of the Valley; to the northwest, beyond the King's Road, is a tiny settlement called Hermit's Homestead. (Map of Lonaria)
     The Great River Silmahwyn enters Lonaria well to the north of the eastern mountain range, dividing Lonaria in half by cutting a magnificent gorge as it flows toward the western mountain range.  From there, the River curves to the south, forming a deep chasm between the grasslands to the east and the mountains to the west.  Eventually the Great River is routed over Tyr's aqueduct system, high above the city, before emptying into the Bay of Tyr. (Map of Lonaria) (Various 'Looks' = Narrator, Grasslands) ("Wall & Aqueduct" = Lionel, Information Stand/Tyr)  The Great River Silmahwyn not only runs through Lonaria, but almost the entire continent. ("River" = Udo, Volksville)
     The eastern mountain range forms a natural barrier down to the ocean, with only a single road leading out of the Valley.  On the other side of Krasna, a vast mountain range full of sharp and jagged rocks lies directly to the west, constraining the River Silmahwyn and forcing it south.  Southwest of Hermit's Homestead, a ruined foot bridge once crossed the gorge over to the steep and rocky mountain range.  However, the bridge was battered and destroyed by the elements long ago and never repaired.  From all appearances, it looks like the footbridge seemingly led to nowhere on the opposite side. (Map of Lonaria) (Various 'Looks' = Narrator, Western Bridge)
     The road east of Volksville leads to an abandoned guard tower at the foot of the eastern mountain range.  It continues out of the Valley, high into the mountains, eventually leading to the land of Eighan.  The journey over the mountains usually takes several weeks, either by foot or by horse cart, but can go much quicker by caravan. (Blackthorne PM) (Map of Lonaria) (Narrator, Prelude) (Walk East = Narrator, Krasna Overlook) (Big D's Side-Quest)  The road west of Volksville leads to the King's Road; from there, one can travel north over the Tower Bridge (also known as the King's Bridge) into North Lonaria, or head south down to the Port City of Tyr on the ocean. (Map of Lonaria) (King's Bridge/Tower Bridge screen)
     The Port City of Tyr is the greatest city on the southern continent; founded over 500 years ago by Great King Ferris the Brave, there is no finer city — besides the Castle of Koninglist — in all of Lonaria. ("Tyr" = Lionel, Information Stand/Tyr) ("Tyr" = Jovan, Library/Tyr)  Two of the many notable buildings found in Tyr are the Hall of Laws and the Library of Tyr.  The Hall of Laws contains not only the courts of Tyr, but also the schools of law for the Kingdom of Lonaria and beyond. ("Hall of Laws" = Lionel, Information Stand/Tyr)  The Library was originally built as a fortress, but Ferris the Brave realized he could hide the true wealth of a nation — knowledge — within its sturdy and expansive walls. ("Library" = Lionel, Information Stand/Tyr)
     The sleepy forest town of Volksville — the "People's Village" — is bordered by two rivers on three sides.  The two rivers join together southwest of Volksville, winding its way through the South Woods.  Like all rivers in the Valley of Krasna, it empties into the ocean on Lonaria's southern side. (Map of Lonaria) ("Volksville" = Udo, Volksville) ("Wall & Aqueduct" = Lionel, Information Stand/Tyr)

Eighan / The Land of Eighan –
     Over the vast mountain range to the east of South Lonaria lies the land of Eighan.  One of its Baronies is Hogansville, ruled by Baron Brandlevrot. (Blackthorne PM) ("Somewhere in a Far-Off Castle", Opening Prelude) (Kayanna, Fortress Steps) (Rayford, Sheriff's Office)  It's several weeks journey along a mountain road from South Lonaria by foot or by cart. (Narrator, Prelude) (Walk East = Narrator, Krasna Overlook)  There are also caravans that make the journey as well. (Big D's Side-Quest)

Jhondar / The Land of Jhondar –
     One of the five great nations of Tahrsein, the land of Jhondar lies in the north of Tahrsein, northeast of Lonaria. (QFI Game Manual, QFI Official Companion) ("Centai" = Jovan, Library/Tyr) ("Centai"/Book: "Religions of Tahrsein" = Garyeth/Library, Tyr)  The main city, also named Jhondar, is home to the Order of the Centai, a religious group of monks and enlightened scholars that looks to serve humanity by seeking peace and knowledge.  They help maintain the peace, honor and tranquility throughout their technologically-advanced city. (Kayanna, Fortress Steps)
     The legendary first Centai Priest, Jhonda, was a simple farmer who found the Eye of Jaager while plowing a field on his remote homestead.  Upon touching the Gem — the first of three "Eyes of God" to be discovered — Jhonda was given a vision as to how to construct not only the Centai Monastery, but also what would become the great city of Jhondar.  Using an odd and magnificent machine, Jhonda built the famous Centai Temple as well as most of the other technological advances found in Jhondar, such as proper sewers and an underground water-propelled transit system. ("Eye of Jaager"/Book: "The Eyes of God and Other Holy Treasures" = Garyeth, Library/Tyr)
     The city of Jhondar is laid-out in the shape of a circle (or at least the northern half is) and contains numerous sky-scrapers, which speaks to the truly advanced nature of the city.  By far the tallest structure in Jhondar is the Centai Temple, where the Eye of Mantilla floats atop a trapezoidal pedestal at its apex.  A river flows north of the city, and just beyond that, mountains topped with green vegetation form sheer walls thousands of feet high.  Further to the north are even taller snow-capped mountains. (Epilogue Cut-Scene)

Delai / The Land of Delai –
     The land of Delai is the birthplace of the Morroi, a primitive and ancient cult that has spread to many other continents in Tahrsein over the years. ("Morroi"/Book: "The Religions of Tahrsein" = Garyeth, Library/Tyr)  The Morroi, too, have their own technology, including a machine that works with the Eye of Jaager. (Uotaargh Fight = Rayford, Fortress) (Final Fight= Rayford, Lighthouse/Tyr)

Anenghoti / The Realm of Anenghoti –
     This realm exports the finest tobacco leaf available, the Kenmati Leaf. (Introduction = Armand, Tobacconist)  Among the finest of tobaccos, the Kenmati Leaf only grows in a small portion of the world. ("Kenmati Tobacco" = Armand, Tobacconist)  It's a difficult leaf to grow and harvest, which only speaks to the unique agriculture qualities of this land. (Buy Screen = Armand, Tobacconist)

Rhomerio –
     This land is where the Sir Daves Blend of tobacco is grown.   A very rare and expensive blend, the medicinal qualities — not to mention its occasional psychotropic effects — make this tobacco a favorite of musicians and minstrels alike. ("The Art Of Tobacco"/ Bookshelf = Narrator, Library/Tyr) ("Sir Daves of Rhomerio" = Armand, Tobacconist)

Kyiadia –
     Kyiadia is a country to the south of Lonaria; its people are great masters of cloth and dress-making.  Tara, the woman who sells handmade garments in Tyr's Marketplace, is originally from Kyiadia. ("Tyr" = Tara, Tyr Marketplace)

Urlince / The Land of Urlince –
     Located north of Lonaria, the land of Urlince is home to a race of talking bears called 'Urlinites.'  Chuy the Brigand Bear is one such Urlinite, and he's quite proud of the amazing cities of his homeland. ("Home" = Chuy the Bear, Brigand's Hideout)

Ier / Kingdom of Ier –
     In the Kingdom of Ier, a young and inexperienced Chuy let two guys get the best of him; they put him in a cage as a tourist attraction for a traveling caravan before Kurdt rescued him 5 years ago. ("Cage" = Chuy the Bear, Brigand's Hideout)

Unnamed Land to the South –
     The Mills family (Bobby, Whitey and Junior) are from this unnamed land to the south of Lonaria.  "Cobber," a word from their home, means "Friend." (Safety Deposit Box = Whitey, Bank of Volksville)

Unnamed Land to the South –
     Deep in Rayford's Dungeon, the barbarian Suduk Gora states that his home lies south of Lonaria over the ocean. (Suduk Gora, Rayford's Dungeon)  It is unknown at this time whether his homeland is Kyiadia, the same unnamed land from which the Mills family emigrated, or possibly some other as-yet-unnamed country in Tahrsein's southern region.

Agroobu –
     According to Dr. Frank, Agroobu is great city with an amazing culture. (Dr. Frank, Volksville Marketplace)

Spielburg Village –
     The place where "Razzle Dazzle Root Beer" is made. (Look Various Items = Volksville General Store)

The Northern Frost Lands –
     Not much is known about this frigid region; it was said that with his personality, Donner Killington could have sold ice to its residents. ("Killingtons"/Book: "Killingtons, Volume 5" = Garyeth, Library/Tyr)

Texas –
     Little is known about this city/land.  A book in the Library of Tyr ponders the question as to whether or not it actually existed. (Book: "Texas: Was it a real place?", Narrator, Bookshelf/Library/Tyr)

Illinaya -
     One of the five great nations of Tahrsein, little is known about this land. (QFI Game Manual, QFI Official Companion)

Hoondal –
     One of the five great nations of Tahrsein, little is known about this land. (QFI Game Manual, QFI Official Companion)

Dvorkia –
     One of the five great nations of Tahrsein, little is known about this land. (QFI Game Manual, QFI Official Companion)


Sources:
Quest For Infamy computer game by Infamous Quests
Quest For Infamy game manual by Infamous Quests
Quest For Infamy: The Official Companion - Art Book and Hint Guide by Infamous Quests
Q&A with Blackthorne of Infamous Quests


35
Quest for Infamy / Prospero in Tyr
« on: August 04, 2015, 01:36:30 PM »
How is Prospero able to join the going-away gathering for Roehm in Tyr when he cannot leave the walls of Volksville?

Two possibilities:

1) It is an astral projection (i.e., magical hologram) of Prospero.

2) It was the Necromancer who cursed Prospero after his... dalliances.  Once Roehm was used to destroy her (oops: spoiler!), her curse over Prospero was lifted.  Thus, he was able to join the people of Krasna in Tyr.

     ...And if Roehm chooses NOT to perform the Necromancer side-quest before the game's end?  Then see #1 above.

36
Quest for Infamy / Infamy Points - An Annotated List
« on: July 03, 2015, 06:24:15 PM »
Greetings, fellow scoundrels!

I recently played through version 1.1 of Quest For Infamy (actually, the Humble version 1.1.2).  Unfortunately, the Wiki for Infamy Points hasn't been update and is lacking in several classes, so I am attempting to provide an updated list of the Infamy Points that I've found.  The list currently covers all three classes: the Brigand, the Sorcerer, and the Rogue.

Please note that there still might be some Infamy Points that I have missed.  If so, let me know!

========================================
* = No Banner Notification
** = May take several tries (due to a randomized response, or being based on a skill)
========================================

All Classes

Act 1 - Day 1 - Day
     • Talk to Jan before Execution (Sheriff's Office)
          A. "No"/"No" = +5
          B. "No"/"Yes" = +10

Act 1 - Day 1 - Evening
     • Talk to Rayford after Execution (Sheriff's Office)
          A. "No" = +15
          B. "Yes"/"Yes" = +10
          C. "Yes"/"No" = +20

Act 1 - Day 1 - Night
     • Cut off Beast's Head (North of Volksville) = +10

Act 1 - Day 2
     • Meeting Gorth in front of O'Burr (Town Center)
          A. "Ugly Face" = +15
          B. "Walking Turd" = +15
          C. "Bowl Cut" = +20
          D. "Horse Shite" = +30
          C. "Nothing" = +0

Act 1 - Day 2 - Evening
     • Battle with Gorth (Marketplace)
          A. Spare Him = +15
          B. Kill Him = +25

Act 1 - Killington Seal Quest
     • Show Hummel his Father's Diary (Tower Bridge)= +15 *
     • "Flirt with Kayanna" Twice (Fortress Steps) = +5 **

Act 2 - Rayford's Job #1
     • Randy, the Moonshiner's Assistant (South Woods)
          A. "Shake Randy" = +0
          B. "Rough Up Randy" = +10
          C. "Kill Him" = +15

     • Destroy the Big Red Bush with Sword (South Woods)= +10
               (Rogue also has an Alternate Method; See Below)

     • Lloyd the Moonshiner (South Woods)
          A. "Destroy Equipment" / Get Payment (Talk) = +5
          B. "Rough Up Moonshiner" / Get Payment (Talk) = +10
          C. "Discuss Payment" (Talk) = None (Menu Loop)
          D. "Go Get Your Money" (Talk)
               D1. Lloyd Escapes= +0
               D2. Use Sword on Escaping Lloyd - No Rubbing Alcohol and/or no Flint & Steel in Inventory= +0
               D3. Use Sword on Escaping Lloyd - Have Rubbing Alcohol and Flint & Steel in Inventory= +20
               † THEN, to get Payment, break Door open (Sword on Shed) = +5
                    Total Possible Infamy= D1† [+5], D2† [+5], or D3† [+25]
          E. Incinerate Moonshiner (Do NOT Talk)
               E1. Use Sword on Lloyd - No Rubbing Alcohol and/or no Flint & Steel in Inventory= +0
               E2. Use Sword on Lloyd - Have Rubbing Alcohol and Flint & Steel in Inventory= +35
               † THEN, to get Payment, break Door open (Sword on Shed) = +5
                    Total Possible Infamy= E1† [+5] or E2 [+40]

Act 2 - Rayford's Job #3
     • Eat Smeat for the first time (Smeat found in Morroi Kitchen; increases Total Health +10 pts) = +5

----------------------------------------
Most of the following can be performed during Act 1 -or- Act 2
----------------------------------------

Volksville
     • Enter "33203291" into the Bank ATM (Bank) = +10
          [# from a QFI "Bank of Volksville" Card - KS Backer Gift]
     • Give Rayford a Cigar (Sheriff's Office) = +10
     • Take Marcus's Brains (Prospero's Necromancer Job) = +20

Valley of Krasna
     • Open the Latrine Door Twice (Old Guard Tower) = +5
     • Kill the Apple Farmer (Orchard) = +15
     • Vandalize the Angel Statue (North Cemetery) = +20
    • Burn down the Great Oak Tree (Grasslands at Night) = +10 *
          (You MUST use a Coal from the Hermit Homestead Fire to get these points.)
          (The Sorcerer will get NO points using the Fire Spell.)
     • First Non-Perfect Win at Archery (+50 blys) (Hermit Homestead) = +15
     • First "Perfect 500" Win at Archery (5 Bulls-Eyes = +100 blys) (Hermit Homestead) = +25
     • Attach Spikes and Chain to Tree (Waterfall Overlook) = +1

Dwarven Mines
     • Kill the Kraken (Prospero's Necromancer Job) = +15

Tyr
     • Throw Bly in Fountain (–1 bly) = +5
     • Steal Coins from Fountain (+200 blys) = +15 **
     • Pick Calik's Pocket  (HQ/QFG Character at The Salty Dog) = +10 **
          (The text says you get 731 blys, but your blys remain the same/no increase)
     • Give a Ceremonial Dagger to Voleris = +10

========================================

Brigand Only

Act 1 - Starting Day 3 - The Caravan Ambush Side-Quest (South of Tower Bridge)
     • Complete either Choice ("Bloody Knuckles" -or- "Dirty Hands") = +50

========================================

Sorcerer Only

Volksville - Starting Day 3 - Rob the House by the Blacksmith (Night)
     • Loot the Trunk = +5
     • Loot the Chest of Drawers = +5
     • Drink the Wine = +5
          Total Possible Infamy = +15
          (You get the Infamy points upon exiting the House)

========================================

Rogue Only

Act 1 - Starting Day 3 - Steal the Silver-Feathered Raven (Mayor's House in Tyr / Night)
     • Sell the Silver-Feathered Raven to the Master Thief (Thieves' Den) = +20

Volksville - Starting Day 3 - Rob the House by the Blacksmith (Night)
     • Loot the Closet = +5
     • Loot the Trunk = +5
     • Loot the Chest of Drawers = +5
     • Check the Chair Cushions = +5
     • Drink the Wine = +5
          Total Possible Infamy = +25
          (You get the Infamy points upon exiting the House)

Act 2 - Rayford's Job #1 - The Big Red Bush (South Woods)
     • Alternate Method: Burn with Rubbing Alcohol and Flint & Steel/Tinder Box = +10

========================================

37
Quest for Infamy / William Roehm - Time Traveler?
« on: June 29, 2015, 09:19:11 AM »
Am playing as a Brigand in the Humble version 1.1.2.

While fighting monsters in the mines at Night during Day 2: instead of proceeding to Day 3, the time jumped back to early Evening Day 2.   :o

And during the Night on Day 3 in the mines, the message that 'you can't stay awake all night' was displayed; the time then jumped back to late Morning on Day 3, which quickly turned to early Evening Day 3...   :o


38
Quest for Infamy / Probably too late... (Spoilers)
« on: June 28, 2015, 03:36:26 PM »
Probably too late for inclusion the DVD 1.2 version...

While playing as a Brigand in the Humble version 1.1.2,

Spoiler (hover to show)




39
IQ Chat / Forum Website Services™
« on: April 07, 2015, 12:30:32 PM »
Steven -

Do you know that the best way to direct members to your forum website is to promote your forum website on the social media networks? Contact us to discover the options we offer. Cheers!

Goatmeal
Founder and President,
Forum Website Services™

40
IQ Chat / Best Forum Websites™
« on: April 06, 2015, 12:29:55 PM »
Steven -

I just checked your website forum and I think it has a lot of potential. As you know, website-based forum groups are the wave of the future.  In reviewing the current status of your forum, there is an alarmingly low number of contributing members, as well as a noticeable lack of any "quality" postings (which are the lifeblood of any successful forum).  Bottom line: you could use more exposure. Get in touch with us, we can definitely help you. Cheers.

Goatmeal
Founder and President,
Best Forum Websites™

41
IQ Chat / New Room Music for Version 1.1 released?
« on: March 14, 2015, 08:48:59 PM »
Will SickFiction be able to release for download the new music track for Version 1.1?

42
Quest for Infamy / Congrats on 2014 AGS Awards Nominations
« on: February 09, 2015, 01:09:15 PM »
Yeah, all those nominations that QFI got for the 2014 AGS Awards are nice and all...

...but they are definitely missing a category!

"Best Original Typeface" !!!   ::)

43
Quest for Infamy / Stealing from Rayford's Office?
« on: January 20, 2015, 12:57:05 PM »
OK, this has been stuck in my head for some time now...

Back in early September, I finally caught up reading all of the QFI-related posts after playing through all 3 classes in August.  (I avoided the forum from July to late August so as to prevent any spoilers.)

Someone -- and now I can't find the post / not using the right search keyword(s) -- mentioned about having Rayford's sword while in Rayford's presence, and hoping that Rayford didn't/wouldn't notice...

Is it possible to steal a weapon from Rayford? -- I assume from the office, since I didn't see one in his house as a Rogue.  Or was this a joke / red herring / just wishful-thinking?

Thanks!

44
Banter and Chit-Chat! / SQ2VGA: Self-Destruct Button at the game's end?
« on: December 31, 2014, 06:07:41 PM »
OK, after playing through SQ2VGA again to record the 5 missing tracks (see my other post), I never thought to ask this when the game was first released 3 years ago:

On the catwalk high above the shuttlebay, as you are trying to avoid the ED-209 droid, you pass by a self-destruct override button that is "out of order" -- naturally.

If you "Hand" the button, the message is that it is stuck, and likely needs some lubricant; when you "Taste" the button, you get an electrocution death -- again, naturally.

However, the next message says that perhaps you should have searched the bathroom more thoroughly...

Since you get all 250 points at the games' end, it's not necessary to finish the game.  Or not something for which you would get points -- if you could do anything at all to it.

• What is being missed from the bathroom?  Is it something on the wall that offers a hint?  Another character in another stall?
• Is it a puzzle that wasn't incorporated into the final game?
• Is it a Red Herring -- both the button AND the resulting "clue"?

Thanks!

45
Banter and Chit-Chat! / Space Quest 2 VGA Complete Fan Soundtrack
« on: December 31, 2014, 06:06:14 PM »
UPDATE: 01/01/2015 - Thanks to Klytos, 4 tracks have been added (2 from the original OGGs and 2 new).  The download link has been updated as well.

========================================

As we look forward to the new year, how about a look back?  Say, about 3 years?

I've had this mostly done for quite some time; now that I have access to a file-sharing service, I finally got around to recording the last 5 missing tracks....

Attached is a link to the Complete Fan Soundtrack for "Space Quest II VGA: Vohaul's Revenge."

Quote
UPDATE: 01/23/2022 -  The previous link has been updated to once again allow direct downloading.  Unfortunately, a recent change to Google Drive security resulted in the original link forcing a download "request" instead of access to the file itself...

https://drive.google.com/file/d/0B5AnJp382WSARXNPTTRDNzBqSnM/view?resourcekey=0-oxmWfaAeK_ZUhtrGXOzTSg


The vast majority of the tracks are from releases by Isaac Lundgren, Brandon Blume, and James Mulvale on their own websites.  Please note that I have not edited them in any way.  All in-game tracks that are designed to loop are lacking a "proper" ending and may end abruptly.

While the tracks are in game-play order, the composers' original titles have not been changed and are "as is."

The remaining 5 3 missing tracks were recorded directly from the game using SoundBlaster's "What You Hear" Audio Card option; while that's certainly not the optimum choice, it suffices for a fan soundtrack.  Please note that the titles are my own.  They are:
     • Shuttle Arriving At XOS4 (with SFX) - unavoidable SFX, as it's tied into the intro
     • Departing The Asteroid
     • Caught In The Hunter's Snare
     • Leisure Suit Roger
     • Next Time In Space Quest

Because "Next Time In Space Quest" is abruptly interrupted by an encore of the "Pinkunz Nub Nub" song, a fade-out _was_ applied at the end of the track.

Also, the two music tracks from "Space Quest For Glory" were added as bonus tracks at the end.

* * * * * * * * * *

Many, many thanks to:

(1) Isaac Lundgren ("Zeek"), Brandon Blume ("Musically Inspired"), and James Mulvale ("SickFiction") for providing quality MP3 tracks to the public.

(2) Steven Alexander ("Blackthorne") for providing the "Monolith Burger Radio" track on the Infamous Adventures website forum.

(3) Infamous Adventures for "re-"making such a terrific game.

(4) Shawn Mills ("Klytos") for sending me some musical goodies, including the original tracks, "Shuttle Fanfare" (sans SFX!) and "Leisure Suit Larry," as well as the two "Space Quest For Glory" tracks.

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