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This isn't a complete list since I haven't been able to determine what 5 of the 12 letter position are caused by in the game. I gave up after trying different dialogue options when you return to see Queen Sharyn, leaving different dragons alive, and favored nation status. I listed letters I've seen, but still don't know what they correspond to.


1st letter - unknown

- possible letters: a, b, c, e, f, g, k, l, o. p, q, r,  x, y

2nd letter - Queen Sharyn's dialogue

- d return to Haven

- e leisure life

- f to serve

- g to lead afterwards

3rd letter - unknown

- possible letters:h, i, j, k, l

4th letter - unknown

- possible letters: f, n

5th letter - unknown

- possible letters n, p

6th letter - unknown

- possible letters: b, d, e, f, g, i, k, l, p, u, v, y

7th letter - Dreams in Nisse Refuges

- a is no dreams bought

- b is at least one dream

8th letter - Nisse reaction and deals

- a Calimity returns

- b take deal at the tower's bottom level

- c take wish for leisure life

- d take wish to serve 

- f take wish to lead

- g take wish for a century of control

- h Total victory

9th letter - Sutter's reaction to what you tell the Queen or dialogue with him

- b serve

- g takeover as leader

- h serve

- n ?

- q takeover

10th letter - Utak faction

- r Brokk

- s Borgen

11th letter - Ahriel faction

- o Trench Town

- p Blessed

12th letter - The Vol faction

- o Mascha

- n Owen

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4 hours ago, ladyonthemoon said:


It seems that I've lost mine; I'll have to replay the game if I want to carry on the adventure.


I saved mine in a text file with a (basic) description of who I supported, what I did (as I had multiple games with testing) & then saved the text file into the QW folder so that I can find it/them again in a couple of years.


Too late for you this time around I realize, but for anyone who wanders into the thread before their endgame...


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For the record, ladyonthemoon, you should be able to recover your code simply by playing through from your last autosave. That will likely place you a few minutes from the end, given all the travel that goes on in the endgame, so you'll only have to play the game for a few minutes, skipping through some dialogue, to recover its end state.

Why not do it now, and record the code for your later use as TriRodent suggests?

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 1 hour ago, TriRodent said:

Too late for you this time around I realize, but for anyone who wanders into the thread before their endgame...


26 minutes ago, Ess-Eschas said:

Why not do it now, and record the code for your later use as TriRodent suggests?

Thanks for your suggestions and encouragements! 😉


Actually, I was wrong, I haven't lost my code. It was in my save folder. My confusion came from the fact that I'm using Linux now and I played QW under Windows. When I want to save important things, I generally store them on an external drive but, this time, I forgot to do it. Since I had to start Windows 7 this morning, I found it. If  @Randomizer wants to give it a try, here it is:



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  • 5 months later...
  • 4 weeks later...

Anyone have theories on what the unknown letters might represent? Your various tracked reputations (like how nice vs brutal you are, how much your mom likes you, etc.) might be involved in some of those.


The 1st and 6th letters are especially interesting since they seem to have so many possibilities. I wonder if they correspond to something that has a wide range of possibilities, such as time passed.

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It could also just be Jeff screwing with us.  Putting in random letters that mean absolutely nothing.  On otherwise boring evenings he comes here, glass of carbonated adult beverage in hand, & cackles with evil glee over the various head scratching going on here trying to figure it out...

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  • 3 months later...

Just finished QW and got "rfifpbahbron" so that would be another new letter for 1st and 6th position.


I hope we get some feedback on this once QW2 is released just so we can experience it without having to restart the first game ten thousdand times xD


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I get the feeling it will be easier to work backward to figure out what they mean once QW2 comes out.


...Although I get the feeling some of the codes may end up doing nothing. It's very possible Spiderweb wanted to capture a number of variables just in case, but may not actually find a use for them during development.

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During the game I've thought about a couple of possible situations that could justify having an impact for next games, like supporting the arts (being a patron, expressing approval of Blessed art), allowing the use of Elixir by Haven's Army and not recriminating against Chief Adam's use of Elixir, through the small trials with Miranda becoming known as a merciless/greedy/benevolent commander...


It'll probably be easier to see what changes directly in QW2 but I'll still hope for a reveal of what each letter does once the game is out.

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We'll probably be able to see what dialogue options are changed from the script folders. It might not be easy to tie it back to the action in QW1, but we should at least be able to see what all the potential dialogues are.

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Based on how Jeff likes to reuse previous work, we are using the same general map with a few new dungeons. The endgame code will give which factions are in control of the three lands when we start. How much time has past will be the major point in whether we see any returning characters.


I should see about replaying the game from a save before some other decision points like the Elixir use in order to see if that changes an unknown code letter. Although since I did the same choice for that each game, I don't think that is it. They are more likely some reputation score regardless on which side you picked.

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45 minutes ago, Mechalibur said:

 you never see Sacramentum again.

All that means is the first game character isn't the the second game's player's character.

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I don't know if I buy that.  I feel like if Sacramentum were intended to be a multi-game location, more attention would have been paid to individual characters.


Randomizer, you say "Based on how Jeff likes to reuse previous work" but that isn't actually how he operates at all.  Outside of Exile/Avernum, which was designed as an enduring game location way back in 1994, he's never reused previous locations en masse.  Geneforge and Avadon never do.

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Well considering who we faced in the endgame and that this is the first place the empire dealt with them, it is logical that in at last a hundred years they appear again.


Edit - Why would the endgame code care about the factions if they weren't going to be used next time. This is far away from the other lands by boat.

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Because they could be referenced -- by your family, or by the Nisse, who will presumably both appear in some form, and who would both have some access to most of this information.


What the heck would be the point of transferring the PC's reactions to the Queen and to Sutter if the PC isn't also in the second game?


I'm also just trying to imagine a QW style game, with it's clear-areas-set-up-forts-acquire-resources gameplay, on the same map as QW.  That would be an immense rehash, in a way that did not apply to an Exile II style game.


Finally, the endgame code feels a lot like a throwback to games like Ultima and Wizardry -- which Jeff has repeatedly cited as an influence -- where you could actually transfer your party (just the PC, in Ultima's case) from one game to the next, often with nerfs so you didn't start at max power.


I can't imagine there are going to be huge gameplay differences based on the code -- Jeff never really branches gameplay until the very end -- and this seems like an awful lot of trouble to go to just to set up slightly different dialogue about "the royal who was here 100 years ago" or whatever.

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With the mention of Sharyn's "3 big mistakes" during her earlier reign with Sacramentum being one I assumed with that we would get 3 Queen's Wish games each dealing with one of those in unique regions with our initial protagonist being the "troubleshooter" to Sutter's "heir/successor" and Delia's "sage/advisor".


Also having the story being wildly different due to our earlier choice could complicate QW2 and if we had to use decisions from both games to create the story for QW3 (if it happens) would be extremely taxing for the size of the Spiderweb team.


My guess would be the decisions would influence resources available (sided with Vol/Borgen? More resources at the start or provided by shipments), how Haven is perceived in the rest of the world (Subjugator vs Uplifter) and the perception of our protagonist that could influence how other important NPC's would act (accept our word if we're know as trustworthy or making us do extra quests if we're a whining spoiled brat).


If I dream a bit higher I could see the vassals being used as reinforcements for tough fights.

Need a swap cleared? A company of Ukatish swamp runners would be good to have.
Rebels are hiding a forest? Ask your Ahriel plantworkers to talk the trees into eating them.



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  • 3 weeks later...

Per the other topic, we can now answer this question:


6 hours ago, Mechalibur said:

The land it takes place in is called The Rokaj (or The Ro for short), which will have 5 provinces. From the description, it once again looks like we'll be playing Haven Royalty, although it's not quite confirmed if it will be the same protagonist as the first game.


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Yep, and the description makes me think it's going to be the same character, although I suppose there's always the possibility of this taking place in the future and you're playing as some other Haven royal.

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The problem with it being set off in the future is the name of the game - too far out & Suter (potentially) takes over.  I'm fairly sure that 'you' are going to be the same as from QW1, especially as you did such a good job troubleshooting things the first time around...


Now QW3 I could see being set a little bit further into the future, especially if Queen Mom has died & there's now a power struggle between Suter & the now much more competent 'you'

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