Supports all except, Druid, Cleric, Monk, and Bard
Scope
Part of Series
DMNeeded
Part of Series
Single or Multiplayer
Single Player
Max Character Level
Any
Max # Players
01
Min # Players
01
Min Character Level
Any
Content Rating
Teen
Alignments
Supports all Alignments, Alignment shifts happen
Description
The second chapter in the A Simple Plan series. The note left by the Mysterious Stranger beckons you forth. Jena proclaimed that she'd be waiting. What the hell is going on? With utter disregard you entered the portal in the Mysterious Stranger's room. Now you are here, but where is here? With a strong scent of death and decay all around, you have no other option. Open the door and enter the Tower of the Damned.
Some of the puzzles were excellent, clever scripting work, lots of fighting, good level design and solid gameplay, no 'wuss_goblins', numerous improvements on weaknesses in the previous module�
Some of the puzzles were poorly executed, repetitive battles, overabundance of uber-weaponry, style didn�t really seem to fit as a sequel to ASP I
Posted by Bianca at 2011-09-14 04:18:49 Voted 8.00 on 09/14/11
Better than the first part _________________________ Everything you do has a meaning...
Posted by Carlo at 2010-09-25 12:04:51 Voted 7.50 on 09/25/10
What your character from "A Simple Plan" is actually doing is finally revealed, although some aspects of the situation are still shrouded in mystery. While the mod is still story-focused in terms of the overall experience, there is a great deal more (and more challenging) combat in this mod than the previous one, along with some puzzles. Personally, I hate pointless puzzles, but the ones here were all solvable with items at hand and did not require too much backtracking. The combat was at times intense and required a good deal more strategizing than standard NWN fare.
I would recommend keeping extra savegames because of the combat aspect, which really gets interesting once the final phase of the mod begins (you'll know that when it happens and you choose your fate). On a technical note, everything works fine, no issues encountered with scripting.
Also notable is the presence of a legitimate difference and choice between good and evil paths.
Posted by Dalethfc at 2008-12-08 08:36:13 Voted 9.50 on 12/08/08
Loved it,,,, part 3 please :D
Nice tricks and puzzles ;) _________________________ Dalethfc
Posted by Steve_Savicki at 2008-11-02 11:52:13 Voted 1.00 on 11/02/08
Da,
I don't even know what you're supposed to do here. I've been running around using DM commands all throughout this module with little areas. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Mirgalen at 2008-03-02 22:57:37 Voted 4.00 on 03/02/08
Should be avoided.
* Spoilers *
I am with Gwydion669 on this one. It is worse than the previous one and I am not sure how the reviewer could have missed that.
Among the problems I noticed (before giving up and deleting the campaign):
1. Before you start, here take 2 or 3 levels (no thanks, if the chapter 1 was as good as advertised or working properly, my character would not need such adjustment).
2. "We have been waiting for you!": Fight over and over a large number of the same boring monsters.
3. Temptation Hall: 10 Sins of nwn? Interesting idea but the implementation is rather weak. It feels like "10 ways to kill PC character quickly". One example is a room with 10+ imps and no way to identify the proper container. Another is some lab where if you get to the far end of the room you die right away (level drain missile trap stuff).
Posted by Gwydion669 at 2008-02-25 11:26:32 Voted 4.00 on 02/25/08
Dude � Da � Da dude,
If you are still checking this board, let me start off by saying that I prostrate myself before you. You not only put up a module, but you completed a series. THANK YOU! I hate scoring you as low as I do, especially if your plot is what I believe it is. I might be wrong, but I�m one of those people that said �Bruce Willis is dead� thirty minutes into �The Sixth Sense.� If I�m right, it�s a great plot. As soon as I figured out what the plot might have been, I must say I went into the adventure wanting to give it a 9. I�m not going to find out anytime soon, though.
Started the adventure with my previous character (Rogue 3, Fighter 1), a nice small town guy chasing after his hot-but-brain-dead girlfriend (the only gal in town). Opened a door to find that he was transported to Undead Central. After killing the first wave, he was leveled up by two levels. Succinctly put, I do not and will NEVER like that (see posts on Chapter 1 for more). Ended up taking fighter levels (taking the character in an unwanted direction) in response. Sneak attacks are no good versus undead.
Nikko (the happy-go lucky rogue) went ahead and killed plenty of undead because I didn�t notice any way of getting experience by bypassing them. He then met a weak lich and encountered the Redeemer/Reclaimer question. Everything clicked at that point � not what I planned, but still doable. Nikko�s character concept flies out the window with an evil chuckle. �Oho, demon! A good try! You may think you have me this time, but I�ll soon have you squealing like a dretch!�
Unfortunately this is followed by more �I hack you, you hack me �� and gets boring. I decide to forgo experience and just try to sneak through. I end up in a puzzle room (which I dislike to begin with). Another DC 100 door. Maybe I should bash the statue? Maybe I should use the knock scroll? Both would reveal Nikko to the undead he�s trying not to fight. Perhaps he should wait? Maybe the door is on a timer?
Fifty-eight heartbeats later, the small room is crammed full of skeletons, zombies, lesser shadows, and shadows.
Maybe the plot is worth working around the inconveniences and putting up with the repetitive hack and slash or bypassing it at the expense of experience.
Nope. Sorry. I ended up switching to something else and have archived the entire series, Chapter 2 uncompleted and Chapter 3 untouched. I wanted to score this series much higher, but since I already gave Chapter 1 a 6, I have to give this one a 4.
Posted by iceride at 2006-11-15 23:21:31 Voted 6.25 on 11/15/06
Finished the mod. A bit too mush repetitive combat. Awesome amount of loot. Quite a few obscure puzzles. Story 'building up' but cannot really understand it.
Posted by iceride at 2006-11-10 12:25:38 Voted 6.25 on 11/15/06
cannot find my solitude
pls help
Posted by ericdoman at 2006-03-24 09:03:05 Voted 9.50 on 03/24/06
Enjoyed this part as the plot becomes clearer and what a brilliant story. If there was a little more RP would be a better score. Combats are doable (went down as a good character, chose the blight stoneand really struggled early on until I used hit and run tactics. My character was a ftr/rg/wiz only 1 lvl of wiz but Prot from evil was vital, otherwise no chance - big spoiler) Used a couple of summoning scrolls Tyrant zombie and planar ally are good choices (lucky prob) as most /all of the NME could not damage them and would end up targetting those, sit back and shoot) Persistence was a huge help but had to clear out certain areas to enable me to rest, Prot from Evil, Ghost visage and magic weapon anyway having cleared level I had drunk Persistence dry. Enormlous variety of magic items here and so choice is important make room for equipment once you swap? Good stuff
Posted by da ( 65.28.xxx.xxx ) at 2005-09-09 10:26:50
Dwayne sorry this is an obnoxiously slow response. The lecturn is actually a puzzle. 'Sometimes you have to stand in the dark to see the light' written on the lecturn. Estingish the braziers and the door unlocks. A couple other people have mentioned the PC freeze problem with your former self, one player was even moved on top of a placeable. I'm not really sure whats going on there and haven't been able to reproduce it on either of my systems. The save and reload seems to always solve the problem though. Thanks for playing and thanks for voting.
Da
Posted by Dwayne at 2005-07-22 16:33:05 Voted 9.25 on 07/22/05
I finished part 2 and I am having a good time. Very good storey so far. It has me wanting to find out more. I did find two bad bugs. The door to the lecturm does not come unlocked after locking which traps the player in with no way out and where you destroy or merge with your original body when it is over you are invisible and can't move. To get out of the last one I had to save and load again while paralyzed. Works fine from the save and removes the effect.
Posted by Dwayne at 2005-07-22 16:28:42 Voted 9.25 on 07/22/05
The storey is great so far. can't wait to see how it ends.
Posted by zamboni at 2005-01-29 13:31:52 Voted 9.00 on 01/29/05
My favorite of this series-- an engaging and clever plotline.
Posted by Abbi at 2004-11-06 22:19:59 Voted 8.50 on 11/06/04
Posted by greenmonkey11 at 2004-08-09 13:34:18 Voted 6.50 on 08/09/04
A reasonably good contrinuation but not up to the standard of the first part,too many monsters to wade through, especially towards the end and a general feeling of messiness and not really knowing what the hells going. Also in my game, either killing or healing your former self causes you to explode and the game to get stuck as your character is lost in limbo, though a save & reload cures this
I've really enjoyed this mod because I've had to actually stop and think about some of the situations. Refreshing. ...but now I'm stuck: I've been through most of levels 1 and 2 (decided not to have my fate read yet), and I'm trying to get the book out of the Lecturn room. I've tried this at various points in the story, but always end up locked in after killing shadows and acquiring the book. What am I overlooking?
ahardi01, you turn off the trap by using the lever. Run over to it and then use it. If the trap does not turn off, use the lever again. Your former self's chamber door requires a ward stone (on a different floor). Hope this helps,
Da
Posted by ahardi01 ( 12.202.xxx.xxx ) at 2004-04-18 16:13:00
I need some help with this mod. I'm on the floor with the Lich and I chose to be a redeemer. I've gone everywhere on the floor except the room with the invisible object shooting stuff and the locked door above the chest with the bag of 50,000 gold. I have a few questions. How do you keep the invisible object from firing on me? What does the lever in the room do? I've pressed it but nothing happens. And finally how do you open the door with the slain former self in it? Is there a key on another level of the tower?
Thanks in advance.
Posted by Supernort ( ..xxx.xxx ) at 2004-03-23 16:40:00
Good. I have no attention of injuring anyone around, but both of the rooms are very appealing.
Supernort,
Chaotic Good, the ends justify the means. What adventurer can't use a good/naughty night of rest and relaxation? I think its great that you are actually pondering your decisions. (That was kinda what I was going for)
Only way one of these rooms adversely affects you is if you try to damage the goods.
Da
BTW, you should read the descriptions on objects in the mod, not so important in this case but relevant in other places, sometimes looking @ a door before entering will make you better prepared for what is inside.
Da
Posted by Supernort ( ..xxx.xxx ) at 2004-03-22 22:30:00
But I'm a Choatic good rouge. Will choosing either option bend the game, or will I get to a satisfying concusion no matter what I do?
Sorry, it's just that this mod is so different than anything I've played before, and I'm afraid of making choices.
Supernort,
If you are the Reclaimer, this is your tower and these are your play things, either choice is a good time. If you are the Redeemer and a Paladin I may question your virtue just for asking this question, and finally, if you break it, you bought it, no matter who you are.
Da
Posted by Supernort ( ..xxx.xxx ) at 2004-03-19 06:53:00
so I take it I should pick pain only if I tlod the d00d that I was the Reclaimer, and pleasure for the Reedemer?