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Everything Else (PQ2)


Everything Else is a page meant for all the remaining Bugs and Glitches for Police Quest II that do not fit in a specific page.

Notes


Air Tank

Bouyancy, Much?

Commands



Bugs and Glitches


i
He's reminding you you ran out of time... with an excessive amount of finger pointing.

Fail to Set Driver Timer

Credit: Kuro-chan


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes Yes Yes Yes Yes

After completing the game's start up and the player is given orders to go to jail, the player has the option to glitch out the driving timer so it will stay at zero until the next objective is set. (Normally) what is supposed to happen is if the driver timer ever hits 1, either Hall goes on the radio or Sonny gets pulled over by a cruiser while on the road. While this setup works well for the unmarked car, PQ2 neglected to include code for Sonny's vehicle. IF the player runs out of time while in Sonny's personal vehicle (called the Sonnymobile in this reference), it does not get set to a new value and both timers are left at 0, allowing the player to take their time and do whatever they want until they complete the current objective/scenario.

  • This does not work when VAR 100 is set to 5 (Cotton Cove Scenario) and 10 (Warehouse scenario). What happens instead is the current timer is set to 3 and 'if' the player is still running off the first driver timer, then the second one is set to 600. The second one will be updated with the proper timer.

  • This does not work at the start of the game. Even if the player exhausts the timer, the driver timer is set to 300 when VAR 100 is set to 1, so you will always have a timer when the main part of the game gets underway. On the plus side, this means that it is not possible to get in trouble when using this exploit to speed up getting orders.

i
Even NPCs know when your partner is missing...

Faster Than a Local Cop

Credit: Swimfan
Additional Research: Gage Holston, Kuro-chan


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes ? Yes ? ?

This is the glitch used to leave Keith behind. It is possible to drive anywhere after getting orders to go to a specific destination. Normally, you are supposed to go there in the unmarked car with Keith. In many of these situations, the game may not expect the player to leave Keith behind while completing certain sequences and it has the potential to cause unusual bugs or outright crash the game.

To do this: The player's speed must be set to the lowest value possible (as fast as they can go), then drive to their destination using the personal car (not the one with Keith in it). When the sirens show up, the player must repeatedly press F4 to get out of the vehicle before it is brought to a stop.

This glitch works because the the game uses cycles to determine when a player reaches a destination while it uses the clock timer for the police pulling you over. On a fast enough computer (486+, Pentium or anything that was made after 2000), this is easy enough to do, due to a very high cycle count. On a slower computer like a 286 (or maybe a 386) this would be impossible.

  • This allows the player to interrupt the 'getting in trouble' process and continue with the game. This could also be used for speedruns, since it reduces the number of times the player must enter the office by 1.
  • For a Minimum Score Run, this makes no difference on Day 2, since it is possible to drive to the Warehouse, perform no actions, then continue on with the game without a penalty, so it is more useful for saving time rather than saving points.

i
What's next, Open Sesame?

Open Wallet

Credit: Gage Holston


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes Yes No No No

The player can type 'Open Wallet' to get a description of the wallet that includes Sonny's badge. The problem is, this can be performed regardless of whether or not the player has obtained the wallet.

Sonny Walks Funny

Credit: Gage Holston


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes Yes No No No

The player can alternate between moving straight and moving diagonal to gain some extra speed while moving around on the map.

This is most useful capitalizing on the Taxi Skip bug that can allow Sonny to skip pushing the crosswalk button and (instead) play with traffic.

The Driving Music Follows You

Credit: Unknown


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes Yes Yes Yes Yes

The player can interrupt the tail end of the unmarked vehicle driving sequence by entering F4 / 'open door' as Keith and dispatch radio their final confirmation of where you are driving to. This has the added effect of continuing the driving music playing in the background.

Who Needs a Vest?

Credit: Gage Holston
Additional Research: Gage Holston, Kuro-chan


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes Yes Yes Yes Yes

This is more theory than an actual bug, but there is an issue with the code where the air consumption while navigating Cotton Cove's river is almost unaffected by wearing the Buoyancy Control Vest (BCV, vest, etc.).
  • The players starts with 2200 units of air (assuming they picked the correct tank, otherwise, it's going to be a very short dive). We can remove:

    • 92 units for the time needed to reach the bottom of the river.

    • 11 units for the low air warning (Do not ask why they did this, it is part of the code; perhaps, they had an issue with the condition check there).

    • 7 units for when the air reaches near-zero (Yes, they kill the player before it reaches zero).

  • Based on a normal game speed of 6, which works out to around 10 frames per second, that gives the player 1 minute, 44.5 seconds before they completely run out of air and get a game over. However, since most players (typically) do not play Police Quest II 'that' slow, they will have far less time to get all the points. To further complicate the short amount of time available, much of this time will be spent moving against the current to get one piece of evidence.

  • The left-side river screen has a different air consumption rate. This is likely due to the importance of this screen and the extra steps required to uncover the evidence, here.
    • 4 units every 3 frames without the vest. (1.333 per frame, average)
    • 4 units every 6 frames with the vest. (0.667 per frame, average)

This is where the vest benefits the player.

  • The given speculation is that the air consumption (on the middle and right screens) is based on not wearing the vest, which barely leaves enough time for the player to go straight to the three objectives and do what is needed. The normal (with vest) air consumption would likely be 1 per frame, which would leave the player 3 minutes, 33.6 seconds, a far more respectable time to conduct a 'proper' exploration of the bottom of the river. This also leads to the right side of the screen being 1/3 slower than normal.

  • With the right screen, they use a == for the frame counter to make sure the value is 0 before they reduce air value. The middle and left screens used a >=, meaning they ignore any checks for a frame counter and deduct the value per frame. This is most likely the culprit as to why the vest does not affect air consumption on the the other two screens.

Phone Office, Marie's, Airport

Room ID#(s): 12
Odd Coding: Yes

Phone


2096836858 Al Lowe or Sierra On-Line customer support
2096834463 Requires a modem to connect to the BBS
(number not included on the list of options) Random thug (1 of 3), busy or no answer
anynumber Random thug (1 of 3), busy or no answer


Bugs and glitches


No Refreshers?

Credit: Unknown


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes Yes Yes Yes Yes

The parser does not refresh and the previous command remains in the box.

Take a Hint!

Credit: Unknown


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes ? ? ? ?

Even though Marie 'appears' to hang up on Sonny, the phone call carries on, unless Sonny forcibly hangs up the phone, giving him as many chances to say 'no' as he wants to until he ultimately says yes.

This is the Part Where You Hang Up

Credit: Kuro-chan


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
No No Yes No No

After finishing the conversation with Al Lowe, he never hangs up.

Captain's Reprimand


In Trouble with the Captain

Room ID#(s): 300


The Rules Change Depending On The Car

Credit: Gage Holston


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes Yes Yes Yes Yes

The timers that are set after getting yelled at appear to be based on which vehicle Sonny is driving.

  • Unmarked Car: The 2nd timer is set to 300. The only exception is prior to Bains escape where the 2nd timer is set to 600 before the meetup with the captain happens and the 1st timer will be set to 300.

  • Personal Car: This one is all over the place; it depends entirely on which scenario you are playing at the time:
    • 0: Before Bains escapes
  • The scenario is set to 1 and the 1st timer is set to 300.
    • 5 & 10: This is for Cotton Cove and Warehouse
  • When you enter the car, the current timer is set to 3 seconds (which means, no matter where you try to go, you will always get in trouble).
  • If the player is on the 1st timer, the 2nd one is set to 600.
    • 8: Pre-Warehouse
  • Since Sonny starts in his vehicle, being in it does not affect the 600 timer. Driving somewhere, however, sets it to 10, meaning the player gets into trouble no matter what happens. Fortunately, this merely sets the 1st timer to 600 and this can be done without consequence.
    • All others
  • If the player gets in trouble with the captain on the 1st timer, no timer will set afterwards, giving the player free reign to do whatever they want until the current scenario has been completed.

Odd Coding


i
Zoom, zoom, says the game.
The Mystery of the Timer Change


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
No No Yes Yes Yes

Starting with the Amiga version, Police Quest II changed the animation timer from clock to cycles. On fast computers, this has the benefit of greatly increasing the animation speed of (just about) everything that shows up in the game's introduction, though several timers that go from one background to the next remain on the clock.

  • As this was already part of the Amiga update when it was sent over to Japan, J1.000.052 also includes this change.

Leftover Bits


i
Really janky looking huh?
i
This instance can only be seen by setting local5 to a non-zero value.
i
In the case of Arnie's, you must set local6 to a non-zero value to see this message. This can be done at the Jail, Station, and Airport, but the local variable you need to change will be different.
The Mystery of Exit Auto

Credit: Gage Holston


1.001.000

1.006.011

J1.000.062

1.024

1.002.011
Yes ? Yes ? ?

There is some strong evidence to suggest that either PQ2 was going to lack the car interior scenes like PQ1 OR the player would have to manually exit upon arriving at the scene.

This can be inferred as quite a few rooms in the game have functionality for exit auto built in to varying degrees.

    • Oak Tree Mall = Triggers the exit car script. This has the effect of also resetting Keith to follow Sonny, if he hasn't already.
    • Station Parking Lot = The game prints a message saying "You are not in anything you can exit." By setting local5 to 1, typing exit auto will now trigger the exit unmarked car script. However, Keith will spawn out of bounds. He won't be able to get to the station door normally, but eventually the game warps him there.

    • Jail Parking Lot, Motel 25, Motel 225, Cotton Cove = Functions the same as enter auto commands.
    • Airport Parking Lot, Warehouse, Arnie's Parking Lot = Generic error message.

In addition to this, there are also unreachable messages in certain rooms for if the player tries to drive while still in the car. The rooms with these messages are Arnie's, the Jail, Station Parking Lot, and Airport Parking Lot. These can only be seen in-game by setting their corresponding local variable to a non-zero value.

    • It is possible to see Station's message without debugging. The player has typing control as soon as the car pulls up, unlike other areas, allowing you to type drive in that small window.

Extras


Speed Setting

Walkie talkie

Game Introduction

- A new problem was created in 1.024 (and is carried over to J1.000.052 and 1.002.011). The updates to the animation speed ended up tying the game introduction to computer cycles rather than the SCI0 timer, leading to a much faster game introduction. This can cause a number of glitches to appear on the opening, depending on fast the system is, such as entire background pieces floating into other background pieces and off the screen.

script.044

OK. I have mucho paperwork to finish.

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Website concept and scripts created by: Kuro-chan
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