King's Quest V:

Pics 2000 through 2028 appear to be screenshots of various scenes from the game's intro, all in sequence, while 2050-2067 are all screenshots from the end cartoon. There are even large sound files that include the music, voices and sound effects from the same scenes in the game's audio section.

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Pic 209: A rough depiction of one of the desert scenes...with a flying carpet in the foreground?

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View 942: Alternate designs for the game's cursors. (CD version). (added by ATMachine, 5-7-08)

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Views 1998-1999: These views include components of an early design for the save/load menu, with 10 slots and no way to name individual saved games. (added by ATMachine, 5-7-08)


Freddy Pharkas, Frontier Pharmacist:

A general note: most of the sprites in Freddy have been drastically resized. A lot of the sprites in the resource files are much larger and more defined.

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Pic 170: A background with a building (The 'Orehouse?), with the view number crudely written in the sky. Pic 245 is identical, except "245" is written in the sky instead.

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View 989: These are the animations from the Laura Bow 2 credits that are accessed from the control panel (with messed-up color palettes).


Space Quest 1 VGA:

View 936: An unused death message picture, showing Roger as "Orat Chow." A similar picture appeared in the SQ4 disk version and was pulled from the CD release: apparently Purina objected. (added by ATMachine, 5-7-08)

View 145: A pop-up panel with a button, saying "Load Nav Droid." This is for when you get into the space cruiser you buy at Tiny's. In the actual game the droid loads automatically. I guess this button was conceived to mimic the original parser version of the game, where IIRC you had to input a command to load the droid onto the ship. (added by ATMachine, 5-28-08)


Space Quest 4:

Views 850-856, 971, and 999: Alternate cursors, including a complete set of silver icons to counterpoint the gold ones used in the game. (added by ATMachine, 5-7-08)

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View 972: An alternate set of "Wait" icons, including a stopwatch that mimicks the disk version's idle cursor. (added by ATMachine, 5-7-08)


Space Quest 5:

View 333: This looks like an unedited animation of an actor in a StarCon uniform, waving something in one hand.

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Message 133: This text includes the names of the students that appear on the StarCon Academy computer. There is one name that doesn't appear in the final game: W. Beamish, obviously Willy Beamish, star of the Dynamix game, "The Adventures of Willy Beamish". (added 9-2-07)

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Message 660: There are several messages from the "hanging from the edge of a giant mushroom" scene on Thrakus that apparently didn't make it into the game. One of the more memorable messages is "You lower the frock to Bea and she clambers over you as lightly as a pussycat. Well, maybe not quite that lightly." (added 9-2-07)

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Message 760: There's a second message after the one that plays when Roger has his transporter accident on Genetix: "Or to put it another way: the offal has collided with a rotating air circulation device and the device has been placed on its maximum setting." (added 9-2-07)

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Message 850: This is the text for the Battle Cruiser game, but one of the lines in the game instructions section is "Your mother was a hamster and your father smelled of elderberry wine", one of the infamous insults from the Frenchman at the end of "Monty Python and the Holy Grail". I don't know if there's a way to trigger it or not. (added 9-2-07)


Space Quest 6:

View 463: A cell from Stellar's message to Roger. It looks like she was supposed to turn to the right just before her message was interrupted (which would have added to the drama of the thing).

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View 922: This is the animation for when Larry dies by opening the door to the pool in Leisure Suit Larry 6!

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Views 492, 498, 4921, 4920 (2 loops), 4991: The first frames of the various animations of Roger diddling with the shuttle's controls have been labeled for your convenience (as well as the programmers', I expect). The words are apparently hidden by the back of Roger's seat in the game.


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View 4380: Roger picking up Sidney's arm while standing up. He automatically picks the arm while sitting with Sidney in the game.

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View 9568: Looks like the handcuffs Roger had to free himself from were an inventory item at one point. The mind boggles with the possibilities...

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Views 9646-9647: The bundle of nerves (whose coloring makes them look oddly tasty) was also an inventory item at one point, as was the nerves/paperclip electromagnet. (Here are the descriptions of the nerves and the magnet.)

For more SQ6 goodies, look here.


Gabriel Knight 1:

Pic 101: An alternate version of the title screen. Apparently GK1 was originally dubbed Gabriel Knight: Shadow Hunter! There's also an option to play a tutorial, which was cut out of the final game. (added by ATMachine, 5-7-08)

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Pic 211: A front view of St. George's Books. (added by ATMachine, 5-7-08)

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View 998: A skull cursor, intended to be shown as the game loads up when first started. You see a similar cursor with a different palette in the GK1 playable demo. (added by ATMachine, 5-7-08)


Gabriel Knight 1 playable demo:

View 995: An alternate, animated version of the "GK" shield that the cursor becomes during cutscenes. (added by ATMachine, 5-7-08)

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View 957: A title bar apparently meant to be used during conversation close-ups. (added by ATMachine, 5-7-08)

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Views 950 and 954-955 contain the components of a fancy save/load menu which the demo doesn't use, but which is similar to that in the final game. (added by ATMachine, 5-7-08)

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View 952 contains a design for a different-looking save/load menu which is not as functional as the other one. (added by ATMachine, 5-7-08)


The Bizarre Adventures of Woodruff and the Schnibble:

Hacking into The Bizarre Adventures of Woodruff and the Schnibble's resource files wasn't nearly as easy as looking at Sierra's resource files. All the game's resources are bundled into a file called WOODRUFF.LTK. To extract it, I had to download Coktel Vision Extractor (which can be found on this site) When I extracted WOODRUFF.LTK, hundreds of VMD and SND files were revealed. The SNDs are the game's ambient "music", and the VMDs are video files (which, unlike most Sierra resource files, have the sounds, images and animations combined into individual videos).

Most of the VMDs can be played with VAG's VMD Player. However, VMD Player is unable to play all the videos properly, so I had to download MPlayer as well. The problem is that although MPlayer can play all the videos, the sound and image quality is poor, and it's impossible to take screenshots or capture video of them. I tried many different programs said to be capable of viewing or converting Sierra VMDs, but none of them worked. Consequently, I was only able to capture a few images from VMD Player (all the names in bold are the names of VMD files) (added 6-18-08).

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2BOUZ1B shows the sad Boozook with a tear rolling down his nose.

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3DECON has three frames, all of which show incomplete stages of the Bigwig's headquarters.

This is the bottom part of the screen.

Here is the top part, which seems to show the screen's walkable areas. There are a lot of sprites on the right side of the image, including an early (and much less frightening) version of the Bigwig and a few extra body parts not seen in the game, like those arms and that bloody head.

More early versions of the Bigwig. I don't know who the figure in the upper right corner is supposed to be.

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3MEMO14 shows a very different version of the mortally wounded Boozook from the field of the Great Battle. For some reason, he is in color.

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BILLIARD shows the human and the Boozook on lower level of the bar anxiously watching a ball on the billiard table roll around until it disappears down a hole in the center.

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COMMTRAV has four frames showing the field of the Great Battle in various stages of completion.

This frame shows part of the background, with a section in the upper right corner still in the line drawing stage.

Here's an even earlier version of the scene, with the walkable areas displayed and the ear of corn sitting beneath it. Several characters and objects are uncolored and transparent, including the closeup of Woodruff (note the handwriting underneath him, which roughly translated, reads "To reach the 1" plan").

A rough sketch of the dying Boozook and Woodruff. The fourth frame is identical to this one, only without the Boozook.

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ESCA1 is from the Stairs Street and shows two men in military uniform standing by a short bald man in a red shirt and blue pants. It's similar to the sprite that appears in the game, showing two men confronting a thin, red-haired woman with a large vacuum cleaner.

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ESCD02 is an animation of Woodruff facing northwest with a simplified color scheme. The red stripes on his pants and the skull on the back of his shirt only appear in a couple of frames, and his headband and shirt are dark blue instead of black, as are his boots. He appears to be taking what looks like a third boot out of his pocket.

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GENS shows the two people on the Bridge of the Slums moving slightly.

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LABO includes a rough version of the mad scientist's lab, showing the walkable areas and outlines of Woodruff, the mad scientist, and the Fertility Wiseman.

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LUCIOLE shows what looks like the largest streetlamp near Azimuth's house opening. Then a small ball of light flies out, hovers around, then reenters the lamp, which closes behind it.

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MAI17 and MAI17X show the red-haired woman seen early in the game on the Stairs Street (before Woodruff has found the boots) flying by on her vacuum cleaner. I've seen this in a trailer for the game, but I've never seen it occur in the game proper.

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MUR shows a closeup of a Boozook trying to climb over a ledge, then falling back down. It's found with the videos from the prison tower.

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RECTOB shows woodruff opening some kind of receptacle. I don't remember seeing one like it in the game.

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NONGPD1D-NONGPD6 and NONGPG1-NONGPG6 show various "I can't do that" reactions from Woodruff, only these animations are supposed to appear when he is looking at something or someone closer to the camera (like the onlooker at Azimuth's house and the Brotoflatron). Sadly, these never appear in the game.

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TAGGER shows a closeup of a Boozook holding a can of spray paint popping out of a hole in the ground, looking around nervously, spraying something, then disappearing back down the hole.

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SCAPHAND shows a scuba diver emerging from a body of water, looking around and then submerging. I don't know if this ever shows up in the game or not.

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SORTDROI and SORTGAUC show Woodruff preparing to break into a run and then vanishing, cartoon-style, in a puff of smoke. ENTRSDROI and ENTRSGAU show him skidding to a stop.

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SQ02-01G shows the onlooker's reaction to Woodruff showing him the photo of Azimuth. There's no reaction when you try this in the game.

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I also made a couple of discoveries about things that do happen in the game, but I had no prior knowledge of them (you can try crossing the river with only one boot and putting the garbage bag in the dump by the factory entrance, for instance). However, my biggest discovery is this: When Woodruff gets the Transportozon, the note from Azimuth that comes with it tells him to look behind the Bigwig's portrait. Apparently, many people have interpreted this to mean to enter the Schnibble sect, which is located "behind" the portrait. Even the Universal Hint System hints for Woodruff say that you have to gain entry to the sect to "look behind" the portrait.

However, this is not what Azimuth's instructions meant. You can get up to the Bigwig's portrait and look behind it. You have to find out when there will be violent winds in the Bigwig's Area, then use Woodruff's levitation power on the cross he paints after using the Meteozon watch. You will then be blown up to the ledge beneath the portrait, and behind it you will find another letter from Azimuth, as well as some somewhat shocking news about Woodruff's lineage. This isn't vital to the completion of the game (which may be why it is never mentioned in any walkthroughs) but it certainly adds something the story.


Phantasmagoria:

DISC 1 (contents of this section added by BBP, 6-25-08):

VMD 999: This movie is silent and only a couple of seconds long, displaying this scene from Gabriel Knight 2:

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2905.rbt, 2950.rbt and 3005.rbt are rougher versions of the in-game overviews of the main hall, running at 4 frames per second. UPDATE: These are used, but only in the DOS version of the game (thank you for pointing this out, HarroSIN).

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Robots 1551 (Don + Adrienne in darkroom ch 1) and 5500 (Adrienne leaving Marie's room, hearing Marie call, ch 6) are the only two chapter-specific RBTs that appear on every disk. Some over-enthusiastic copying.

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437 (Mike on the floor), 438 (Harriet sweeping) 4370 (Cyrus chopping wood), 17102 (Harriet struggling with a minivac), 21002, 21003, 21016, 21200, 21201 (all greenhouse images), 24210 (barn pulley), 28112 (Mike's car) are all views that don't occur in this chapter. Especially in Harriet's and Cyrus's case this is strange, as there are more animations of them that don't pop up here.

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Views 1148, 1149, 1154: Three animations of a woman who to my knowledge does not appear in the game. There is a much heavier pixellated unknown woman on 1721 and 1722. When I saw them they didn't look familiar, but I wonder if she could be in town.

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View 8000: The word "DOG" in MS Paint letters.

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View 8015: Shows the words "SECRET PANEL" in MS Paint letters.

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View 9933 The Leisure Suit Larry 6 dialog box.

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View 3517 An early picture of the phone, basically a huge purple blob.

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View 28860: A picture of a stickman:

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Pic 1: The old Phantasmagoria logo, looking as though it was carved out of gray stone.

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Pic 1150: A view from the kitchen as if the first person was in the stove.

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Pics 1200 and 1201 show the kitchen, one is with, one without strange black animated stripes. I'm not sure which one is used.

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Pic 3710: Early theatre door view. Colors are intense, much fewer colours and two statues appear by the side of the door that don't exist in the game.

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Pic 5340: An unused closeup of some books.

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Pic 10695: A very crude darkroom picture, huge slabs of one color, high contrast and little detail.

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In Audio.res, a0110e00.0h1, 071, 091, 021, 0e1, 0l1, 0s1, 0t1, 0p1, 0u1, 0m1, 0r1, 0q1, 0o1, 0n1, 0b1, 081, 0j1, 0g1, 041, 0f1, 0d1, 0k1 and 0c1 are audio files playing the Hintkeeper hinting on the chase scene. These are never heard in the game, as the chase is way too fast-paced to wait and listen to him. The text instead appears on the bottom of the screen.

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See more hidden Phantasmagoria items on HarroSIN's page.


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