[Audyssey] Miriani soundpack

2012-06-24 Thread Kevin Andrews

Hi all,

I have a friend who has been trying to get the Miriani soundpack for the 
VIP MUD client. I used to have it, but it was on another machine I had 
that has since been formatted, etc. Anyway, could someone point me to a 
URL with a good soundpack for the client? I've already done some 
hunting, and most of them suggest going to the Miriani boards online or 
in game, and I think my account has since been purged because I can't 
log in via the web. Anyway, any help is appreciated.


Thanks.

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Re: [Audyssey] Top Speed Discovery

2012-06-03 Thread Kevin Andrews

Alfredo,

It is possible to play top speed even if you're behind a router. If the 
host is behind a router they simply need to forward the correct port, 
and the process for doing this varies slightly depending on the 
configuration of the router. I've played with friends, and the host was 
behind a router. If you're all on the same network then obviously none 
of that needs to be done. As far as your suggestion, I do agree that 
would be a nice feature - perhaps they'll add it in a future release.


On 6/3/2012 4:01 AM, Alfredo Castaneda wrote:

Corrected Subject Line:
Hello guys,
Whilst in a game of Top Speed, something occurred to me as being 
something quite interesting to those of you who have a passion for 
communication other than casual means. I wondered why I did not think 
of it before. I was in a mufti-player race. You all know that the 
space bar acts like a horn, right? Well, I discovered that you can 
send messages over the wire by tapping on the bar as if it were a 
telegraph key. I thought it was a really interesting way to 
communicate, and I found the process to be quite slow, as the players 
of course did not know what Morse code is.
I do not know if this has already been suggested, but is it possible 
that there could be chat communications, such as those set in Acefire, 
where one could type a message for all players to see, and it could 
read something like, Player X says: Message.
Anyhow, I thought I might point this out. This was with Top Speed III 
by the way.
On a side note here: My friends and I are finding out that when you 
are using a computer that is receiving internet from a router, you 
cannot host a game, but if you are on a computer that is on a LAN 
connection, and also broadcasting the wireless signal, then you can 
host games. Is this true?

Alfredo-




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[Audyssey] a bug in Swamp

2012-05-06 Thread Kevin Andrews

Hi Jeremy and all,

I'd just like to confirm what some others have reported with Swamp. 
There seems to be an issue with the growling of zombies and panning. For 
example, I'll hear a growl say, for the sake of this example, 45 degrees 
off to my right. If I turn 45 degrees to my right, I sometimes still 
hear it in the same position, as if I hadn't turned at all in the first 
place.


Hope I am making sense here.

Thanks for such a cool game! Keep up the great work!

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[Audyssey] BGT interview

2012-05-02 Thread Kevin Andrews

Hello all fellow audio game enthusiasts,

I recently conducted an interview with Philip Benefall, from Blastbay 
Studios, about his game creation tool called the Blastbay game toolkit, 
or BGT for short. With his permission I have put it up on my website, at 
http://techwizard.info and just thought I'd share the direct link with 
everyone if you wish to check it out. The mp3 file can be found at:

http://techwizard.info/technology_wizard_bgt.mp3

Enjoy, and feedback is welcome!

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[Audyssey] concerning the BGT interview from my last post

2012-05-02 Thread Kevin Andrews
Heh, apologies for the typo in my last message. It's thanks to Philip 
Bennefall. Again, your feedback is most appreciated!


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Re: [Audyssey] swamp problem

2012-04-26 Thread Kevin Andrews

Hey Michael,

I also noticed this. What's up?

On 4/26/2012 4:40 PM, Michael Taboada wrote:

Hi,
I tried connecting to swamp, and it went like it did, saying “this day on the 
server is sponsored by...” but I only have an axe, and all my stats are reset. 
Anyone have any idea?
Also the graphics did not show up.
Thanks,
-Michael.
P.S. My friend also had this problem.
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[Audyssey] Swamp down?

2012-04-25 Thread Kevin Andrews

Hi all,

I've tried connecting to swamp a couple of times this evening, betwen 
say, 9:30 and 10 pm Eastern. Just wondering if Swamp is down. It was 
also down for a friend of mine. we've not been able to access it. Any 
news on when we can expect it back up?


Thanks!

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Re: [Audyssey] Playing the Spaceship Game

2012-04-06 Thread Kevin Andrews

Hello,

I agree with Michael. This isn't to say that he couldn't release a patch 
after the competition has finished and we find out the winner.


On 4/6/2012 2:04 AM, Michael Taboada wrote:

Hi,
You said you hope he releases a patch -- I understand this, so you can 
use the page up and page down, but remember that philip doesn't want 
that considered in the ratings if he does release a patch, as that 
would be like giving him more time than 2 months to work on the game 
-- this is why he is hosting them himself, so they can't be changed 
after they've been released for the competition.

Just figured I'd throw that out there.
-Michael.


-Original Message- From: Thomas Ward
Sent: Friday, April 06, 2012 12:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Playing the Spaceship Game


Hi Michael,

I've been trying to give Spaceship a chance, but I am continually
frustrated by the game. I just can't seem to figure it out.

However, you did answer one of the problems I was having. I was running
it on a laptop, which unfortunately didn't have a numpad, so page up and
page down weren't working. I wish Claudio would have thought of problems
like this before releasing Spaceship as that is a pretty common issue. A
lot of blind gamers have laptops, netbooks, etc and assuming the target
system has a full sized keyboard is a big mistake.


Anyway, I haven't voted yet because I am trying to keep an open mind
about the game, see if I can get into it, and hope Claudio releases a
patch to fix some of these issues like the page up or page down keys. In
the mean time I plan to play with it over the Easter holidays. I'll
probably turn in my ratings early next week once I have had time to get
use to the game.

On 4/5/2012 10:54 PM, Michael Feir wrote:

I play the game while using Jaws and found that only the pageup and
pagedown keys on the numberpad worked. There's also a sort of double
swish alert sound when an enemy is close or in the same passage or
something like that. I'm pretty impressed with this game overall
considering its short development time. Give it a chance. It grows on
you.



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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Kevin Andrews

Hi Christopher and others,

I have to agree with the said comments here. I also had difficulty 
pouring into the glass. I think that sound was in stereo so it was 
extremely difficult to determine where exactly it was in relation to 
where you are. Also I have to agree with the dice game. It quickly 
became a very monotonous task of just rolling the dice and being moved a 
random position and random events possibly happening. It has potential 
for younger audiences though so perhaps try to target these specific 
groups of people.


On 4/5/2012 8:33 AM, Christopher Bartlett wrote:

I've commented on the bgt topic on audiogames.net.  Here is a longer set of
comments as I was commenting on all three submissions at the time.

I like that you packaged everything in a nice installer.  I think I would
remove the help text from the installer though, as at least for me running
NVDA, the text was a jumble due to formatting and I ended up having to read
it all over anyway to understand it properly.

In the pouring game, I found it difficult to center the glass sound for some
reason.  My accuracy in Swamp hovers around 75% so I don't think it's me.

The snowball fight portion of the game is the most interesting, but we need
some more behaviors from the bully, as, once you get the rhythm, it is
possible to hit him with two snowballs every time he approaches without him
being able to touch you.

The animals game needs something more than simply rolling dice and moving
through randomly determined obstacles.  There are no decisions to be made in
this game, which for me makes its replay value nil.

Is this game pack intended for young children?  It has that feel and frankly
they would be the only ones interested in any of these games for any length
of time.  That's ok, if that's your goal.

Christopher Bartlett



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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Kevin Andrews

Hello,

If I can speak for the group who gave feedback, I believe we were simply 
giving some pointers and some suggestions. I don't believe we were 
demotivating him at all. It's just how the criticism was interpreted then.


On 4/5/2012 2:14 PM, Milos Przic wrote:

Hey all,
But let's support Nikola. As I know, this is his first experience in 
creating games. The things of the kind are normal when one is beginner 
in certain aspects. If I did it a few years ago, when I had his age, I 
would have done the same mistake. If we demotivate him, he will stop 
working on possible new games. if we encourage him now, we will 
probably get a new developer that, believe me, has the potential to 
bring us some inovations. Nikola, keep up your work!

Best!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - From: Kevin Andrews 
kevin.andrew...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 05, 2012 3:14 PM
Subject: Re: [Audyssey] playmania, bgt competition collection



Hi Christopher and others,

I have to agree with the said comments here. I also had difficulty 
pouring into the glass. I think that sound was in stereo so it was 
extremely difficult to determine where exactly it was in relation to 
where you are. Also I have to agree with the dice game. It quickly 
became a very monotonous task of just rolling the dice and being 
moved a random position and random events possibly happening. It has 
potential for younger audiences though so perhaps try to target these 
specific groups of people.


On 4/5/2012 8:33 AM, Christopher Bartlett wrote:
I've commented on the bgt topic on audiogames.net.  Here is a longer 
set of

comments as I was commenting on all three submissions at the time.

I like that you packaged everything in a nice installer.  I think I 
would
remove the help text from the installer though, as at least for me 
running
NVDA, the text was a jumble due to formatting and I ended up having 
to read

it all over anyway to understand it properly.

In the pouring game, I found it difficult to center the glass sound 
for some
reason.  My accuracy in Swamp hovers around 75% so I don't think 
it's me.


The snowball fight portion of the game is the most interesting, but 
we need

some more behaviors from the bully, as, once you get the rhythm, it is
possible to hit him with two snowballs every time he approaches 
without him

being able to touch you.

The animals game needs something more than simply rolling dice and 
moving
through randomly determined obstacles.  There are no decisions to be 
made in

this game, which for me makes its replay value nil.

Is this game pack intended for young children?  It has that feel and 
frankly
they would be the only ones interested in any of these games for any 
length

of time.  That's ok, if that's your goal.

Christopher Bartlett



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Einstein



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Re: [Audyssey] playmania, bgt competition collection

2012-04-05 Thread Kevin Andrews

Hi all,

I think that we can all come to terms with and understand the fact that 
everyone's input regarding this is to be taken constructively. No one 
meant to hurt or defile their creation, but rather I think we are all 
just trying to help, and if you ask people for their opinion you can't 
take it to heart.


On 4/5/2012 5:40 PM, Christopher Bartlett wrote:

Hey Nikola, as one of those who have offered constructive criticism, I do
not mean to insult you or your creation.  When I say that these games would
work well if aimed at children, I'm actually trying to provide you with a
suggestion for what to do with the filled-out project.  As Dark said in his
critique over on audiogames.net, you have done well with your use of sounds.


Also, whether you win or not should not decide whether you continue working
on the games or not.  And if we can't provide honest feedback, how are we
going to help you improve, which is what getting feedback is all about.  I
think you'd agree Aprone aka Jeremy is a current rock star in the developer
set right now, having possibly the hottest game out ever, and certainly the
current title with the most buzz.  Those of us who have been fans have
certainly submitted a lot of feedback, and not all of it complimentary.
We've called out what we feel are poor choices.  But he has developed a
rapport with much of his fan base, and one reason is his ability to accept
criticism and either work to change something or explain why he chose what
he did and why he isn't going to change it.  I'm an Aprone fan-boy and I
don't even like all his choices, but I trust him to produce something of
high quality with repeated feedback and change cycles.

So please accept what we say without taking it for more than it is.  I did
not call your games stupid, and my question about your audience was meant to
help you market future games of this kind if that's the direction you want
to go.  Your games are not my cup of tea, but that's my opinion and does not
mean I don't appreciate the effort that went into creating them.  Hell's
bells, I didn't get my submission in, and while I will release that game,
it's going to be quite different than my original design.

So cheer up, if I didn't care, I wouldn't comment.

Christopher Bartlett



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[Audyssey] a possible game from me in the future

2012-03-26 Thread Kevin Andrews

Hello all list members,

I've been considering writing a game in the future. I've done a few 
small and rather trivial projects with myself and a friend, but nothing 
too significant. I'm wondering, from the VI gaming community, what your 
thoughts are on a game idea. I've thrown some ideas around in my head. 
Basically you're in a city environment... New York or Chicago for the 
sake of practicality. You've got to get past stuff, perhaps gang 
members, careless drivers or maybe even bikers, etc. You've got to watch 
out for the cops, etc. You have weapons, for example a pistol, your 
fists, and a switchblade you can steal from someone. I'm thinking 
something along the lines of Grand Theft Auto, so it would have some 
violence and maybe that type of action. There would be various levels, 
and the end you have to deal with a boss-type situation. The premise of 
the game might be you have to give the boss money or do a kill. You're 
involved with a gang and therefore have to do a deed for this guy.


Obviously one can tell just by reading this that this would require a 
lot of time and effort, and a bit of spending on my part for sounds, 
music, etc. Does this sound remotely interesting to anyone? I've 
considered a side-scroller, but in my opinion we've got an overabundance 
of side-scrolling games, so perhaps a 2d environment would be more suitable.


Thoughts? This is no way in any stage of development right now, as I've 
got other things I'm preoccupied with, but I may consider this if the 
interest is sufficient. Thanks and take care all.


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Re: [Audyssey] a possible game from me in the future

2012-03-26 Thread Kevin Andrews

Hi Thomas,

Thanks for the pointers. Those were indeed the games I was indirectly 
referring to when mentioning side-scrollers. i know Philip Benefall does 
some of the things you mention in his game Perilous Hearts, like there 
is side to side stuff as well as jumping on and climbing vines, falling 
back down, etc.


Take care!

On 3/26/2012 10:32 PM, Thomas Ward wrote:


Hi Kevin,

What exactly do you mean by I've considered a side-scroller, but in 
my opinion we've got an overabundance of side-scrolling games, so 
perhaps a 2d environment would be more suitable?


First, a properly written side-scroller is a 2d environment. It has an 
x axis, left to right, and a y axis, up and down. So what do you mean 
by a 2d game given side-scrollers are 2d to begin with?


Second, is if you mean by side-scroller games like Super Liam, Q9, etc 
those are very poor examples of side-scrollers, and should not be 
representative of the style. True side-scroller games like Megaman, 
Castlevania, Montezuma's Revenge, etc have a vertical element as well 
as a horizontal element. Both the x and y axis are used for navigation 
as well as combat. We don't have too many true side-scrollers 
available in accessible form that equals mainstream games.


For example, in the 1989 Batman game there are a number of thugs on 
the ground to beat up with punches and kicks, but there are also 
enemies up on walls and on telephone polls Batman can't reach. The way 
to take them out is by aiming Batman's batarang up into the air and 
knocking them down. In later stages you have to keep an eye out for 
enemy robots and traps that fall down from the ceiling when you pass 
under them. No audio side-scroller has even attempted to add this kind 
of combat system, and there are plenty of other thins common to 
mainstream side-scrollers no audio game developer has tried in audio yet.


Basically, what I am saying is before you make a comment like there 
are too many side-scrollers I think you need to step back from what 
is being presented to the blind as the real deal and educate yourself 
to aspects of that type of game that haven't been explored. Once you 
forget about Super Liam, Tarzan Junior, and Q9 you'll see there really 
aren't that many side-scrollers. Especially, those that make use of a 
full 2d environment with the ability to move left/right, climb 
up/down, fight enemies up in the air as well as those on the ground, 
jump on moving platforms, and 100 other things that just haven't been 
tried in an audio side-scroller before.


To give you a brief idea of what I mean let's talk about your game 
idea a moment. You say its in a major city like New York or Chicago. 
Well, this gives us a perfect 2d environment to work with.


I can see something similar to the first stage of Ninja Turtles where 
you have an upper area, the street, and a lower area, the city sewers. 
This would give you a choice how to get from point A to point B. You 
can walk along the street level beating up enemy gang members, or you 
can descend a ladder into the sewer and avoid them. However, if you 
take the sewers there would be rats that you would have to avoid or 
kill so there would be challenges either way. That's one possibility 
of making use of a 2d environment.


Another idea is to have an upper area, the roofs of various buildings, 
and a lower area, the street level. As you move along there might be 
enemies on the ground trying to kill you while there are snipers 
hiding on the tops of certain buildings. To kill them you can either 
add an ability to target up into the air to shoot them from sniper 
positions, or you add some realistic way such as ladders here and 
there to climb up onto the roof and then fight them on the rooftops. 
That's another idea that hasn't been used in an audio side-scroller 
before.


If you have a factory or warehouse type level there could be conveyor 
belts that cause you to move from place to place, lifts to jump on and 
get carried up to higher levels, and thins like that. If you think 
about it and get creative here I'm pretty sure you could turn out a 
decent side-scroller with this game if you wanted to go that route. 
Its just that many blind audio game developers are just so misinformed 
on what is out there for the mainstream gamers that they have no real 
sense of comparison. So I thought I'd give you a few pointers here on 
mainstream side-scrollers to help let everyone know that Super Liam, 
Q9, etc is not the be all and end all of side-scrollers by any means.


Cheers!

On 3/26/2012 6:42 PM, Kevin Andrews wrote:

Hello all list members,

I've been considering writing a game in the future. I've done a few 
small and rather trivial projects with myself and a friend, but 
nothing too significant. I'm wondering, from the VI gaming community, 
what your thoughts are on a game idea. I've thrown some ideas around 
in my head. Basically you're in a city environment... New York or 
Chicago for the sake

Re: [Audyssey] side scrolling robot game concept clarification... what are your thoughts

2012-03-16 Thread Kevin Andrews

Hi Ben,

This is what I have to say for your developer.

I think this game has a lot of potential. I think that, from what you 
have told us, the logistics are down. I'd say go ahead with it. A few 
pointers though: Make sure you use high-quality audio. This includes 
sounds and vocals. Nothing detracts from the gameplay of an audio game 
quicker than crappy or poorly produced audio. Depending on what you 
require and the quantity of those requirements, sounds can get fairly 
expensive but like I said it all depends on what you're looking for and 
what you need.


Once you've finished coding, get a good beta team. Test, test, test, 
test! Try to find as many bugs as you can before you release. Even 
though you might not be able to find every single bug, users will 
respect you if they know you took the time to continuously test for 
problems rather than just compile and hope for the best.


Good luck!

On 3/16/2012 5:26 PM, Ben wrote:

Hi listers,

If you've heard of real steel, and transformers, this idea, as it stands,
might give you both.  Can't say too much right now but tell me what you
think: [this storyline is merely a paraphrasing of the full thing as it is
currently, although as with everything that follows, it is subject to
change]



You play a robot on the side of good, made so by the Japanese developer of
high-grade military hardware Kendo ukasawa. in 21 15, going through the
streets of futura city, you are tasked with recalibrating (killing) the
evil meks that have rebelled against their human masters.  The meks were
designed with the aim of making the humans live's easier, but that was only
true for 2 years.

Who is behind the transformation of these everyday robots?  Fight your way
through the war-torn streets of futura in this action-packed side scroller,
with quick-time events, a level designated as the active tutorial, and
possibly other features.



The health system is what will be the most confusing probably, to most
people.  You have 5 power cells, which reduce in halves - this is your
health.  It will reduce obviously if you take damage.  You can have as many
powe cells as you want collected on your way, but you can only plug a max of
4 in - because you can't lose all your power cells unless you get hit
through all 5.  Take the scenario. You have half a cell left, you plug 4 in,
you press the I key (if you guys ever get to play it you'll see why that key
is used), you'll have 4 and a half. And you can't have half power cells.

You'll have your fists, left/right, guns (2 of those) and your cannons
(which need to be recharged after a number of shots), and your guns aren't
limitless either - they must be reloaded.



Tell me what you think and I'll relay your thoughts to my fellow developer.
[note]: please keep this message and all subsequent replies - don't delete
them, as my friend isn't subscribed to this list.





I know what you said Thomas, but a project like this needs to see a reaction
before it goes ahead any further, in my opinion at least.

Thanks in advance for your help in this project, all of you.  All questions
are welcome, although you may not get a straight answer.

Ben.



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Re: [Audyssey] road splat

2012-03-03 Thread Kevin Andrews
Hi, while we're on the topic of Roadsplat, there is a pretty big bug 
that I think should be addressed. When a car is coming, one can simply 
pause and unpause the game and the car is gone. That needs to be fixed.


On 3/3/2012 1:46 PM, Curt Taubert wrote:
Hi all, I don't no if this is a bug in the game or, my computer acting 
up like it always does.  Anyway, sometimes when I'm at the bomb it'll 
just sit their making that clicking sound and, I wind up having to 
exit the game via the task manager.


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Re: [Audyssey] BGT: why not?

2012-02-09 Thread Kevin Andrews
You need to put a return after the {

Kevin J. Andrews
Sent from my iPhone

On Feb 9, 2012, at 9:14 AM, Il primo cittadino ilprimocittad...@yahoo.it 
wrote:

 Hi. I'm at the very first step on it.
 Why this little script doesn't work?
 It gives me an error: { Unexpected token.
 ***
 void main();
 {sound suono;
 suono.load(1sec_beep.ogg);
 suono.play();
 }
 ***
 
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Re: [Audyssey] BGT: why not?

2012-02-09 Thread Kevin Andrews
Oops! I forgot that, yes you must remove the semicolon from the function 
definition line as that's causing the run error too. I apologize, I was 
on my iPhone and missed that apparently :)


Take care.

On 2/9/2012 11:00 AM, Rynhardt Kruger wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

You must remove the semicolon ; from the first line. A function definition 
doesn't have a semicolon at the end.

Take care,

Rynhardt

* Il primo cittadinoilprimocittad...@yahoo.it  [120209 16:19]:

Hi. I'm at the very first step on it.
Why this little script doesn't work?
It gives me an error: { Unexpected token.
***
void main();
{sound suono;
suono.load(1sec_beep.ogg);
suono.play();
}
***

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[Audyssey] regarding Bavisoft

2012-02-08 Thread Kevin Andrews
Hi all audio gamers. I was just wondering about the status on Bavisoft. 
Can one still purchase Grizzly Gulch and Chillingham? I used to have 
Grizzly but I don't anymore and I'd love to get a copy of it. Are they 
still in business, or did they just sorta fall off the face of the Earth 
which seems the case.


Thanks.

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Re: [Audyssey] Alter Aeon and Disappearing Items

2012-02-08 Thread Kevin Andrews
Hi Kelly. I'm not familiar with the quest that you are talking about, 
however you may wish to consult the help files in game, or ask on one of 
the various channels. Newbie, gossip, or if you're part of a clan, do ct 
then your message and they can help.


Sorry I couldn't be of further assistance.

On 2/8/2012 6:25 PM, Kelly Sapergia wrote:

Hi,

I'm trying to complete a quest in Alter Aeon. I found and killed the 
required enemy, and was told there were some items I could loot, 
including a key. Unfortunately, I was also under attack from a zombie 
or something. Basically, once everyone was defeated, I tried to get 
the key from the main enemy, and was told it wasn't there. Sure 
enough, the items that had been there were gone, and I'm pretty sure 
that key was needed to unlock a chest I found later. If that's the 
case, I'm stuck. Is there any way I can recover the key, or do I have 
to reset my character and try again?


Thanks.

Yours Sincerely,
Kelly John Sapergia
Show Host and Production Director
The Global Voice Internet Radio
www.theglobalvoice.info

Personal Website: www.ksapergia.net
Business Website: www.kjsproductions.com


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