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NWN MODULES

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Title  Infernal Crown III
Author  bob
Submitted / Updated  10-15-2003 / 08-29-2004
Category  Dungeon Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Forgotten Realms
Gameplay Length  8-16
Number Players  Designed for single-player use.
Language  English
Level Range  Characters starting at level 7 should reach level 11 by the end of the mod.
Races  Story works best with human, half-elf or half-orc. Dwarf, elf, gnome, or halfling not recommended.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  Single-classed wizards/sorcs and rogues may have a tough time. Blackguards highly recommended!
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  11
Max # Players  01
Min # Players  01
Min Character Level  07
Content Rating  Mature
Alignments  LE or NE recommended/required.
Description
This mod is part three of 'The Infernal Crown,' a four-module campaign set in the Forgotten Realms. It is intended for single-player use with first level characters. You begin the campaign as a member of a secret society of vigilantes, whose motto is 'evil unto evil' (think Dirty Harry or the Punisher), so your character should be evil or neutral in alignment (lawful evil is ideal). Humans, Half-Elves, and Half-Orcs are ideal choices for character races. Dwarves, elves, halflings, and gnomes are not recommended. Single-class wizards, sorcerors, and rogues may have a tough time with the module, but henchmen are available to help you. No Hak-Paks are required. The Shadows of Undrentide and Hordes of the Underdark expansion pack are both required to play this campaign (older SOU-only versions are available on my website).

Files

NameTypeSizeDownloads
InfernalCrownIIIHOU.zipInfernalCrownIIIHOU.zip
Submitted: 10-15-2003 / Last Updated: 08-29-2004
zip3.9Mb10250
--
bob31InfernalCrownIIIHOU.zipbob31InfernalCrownIIIHOU.zip
Submitted: 10-15-2003 / Last Updated: 05-31-2004
zip4Mb9779
--
SCORE OUT OF 10
8.81
60 votes
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Comments (165):

  1  2  3  4  5  6 Next>

Posted by Thezibaim at 2012-07-26 13:20:33    
If you're stuck with the skulldoor bug, the solution :

Use the console command to type :

DebugMode 1

to have access access to DM Command. Then type :

dm_runscript open_skulldoor

and Yeepeekai ! ^^

Posted by Steve_Savicki at 2012-04-02 06:19:17    Voted 10.00 on 04/02/12
Haunting story about the elf.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by grandpa72 at 2009-11-07 02:34:27    
ok, what's with the skull door. I am having the same problem but I don't see any answers from anyone. DO the parts need to be put together?? If so, where is the room to do this??

Posted by Goglutin at 2009-08-12 05:30:28    Voted 8.00 on 07/21/09
Comments after finishing the serie...

The first mod in the serie is the best one - not many bugs - promising storyline... but it become so hack & slash later in other mods that it spoils all the fun...

I dont like to bash uselessly on the modders work but the creator should really do his homework and revise all the modules for a ''bug-blasting'' seance.

The rating is for the whole serie

Posted by Goglutin at 2009-07-21 09:17:24    Voted 8.00 on 07/21/09
I'm stuck at this &?&*?&& skulldoor... tried to bypass it with the dm_runscript open_skulldoor command but nothing happen and the door stay barred !!!!

Someone can help ?

Thx

Posted by MackyMac at 2009-06-16 07:34:17    Voted 6.00 on 06/16/09
I cannot finnish this series.

I found the some of the fights in the first two mods excessively difficult but not impossible (clearly since I played up to part3). Combined with the excessive rest restrictions (some inns in the previous mods I couldn't rest in.. WTF, they are inns for goodness sake!) it seemed a bit over the top and off putting.

Still I played on because this offered the unique experience of playing an evil character with real motivation. The story was pretty well done. The NPC Henchies had a good frame work for personalities, they even gice you a "friend trinket" when you speek with them a little. But that's where it stops and it's too bad, because this leads one to expect further character building with them. They could offer so much more. The flirtatious Viviara (may have gotten the name wrong) even seems like she would be a romance option. So the henchies are an opportunity missed.

Fighting the Harpers in Part2 was an especially good highlight.

It seemed like there was a very intersting plot twist coming with two events; The nymph that tells you charcter's future that she would be betrayed and the later revelation that the cleric in Candlekeep can't divine any knowledge of St. Mallusar, hinting that he may not even exist.

The mods have some bugs which are a bit irritating but can mostly be ignored. Though I can't help but wonder if there was some good treasure of something that might have been important or helpfull later behind a hidden door which I could not enter in the Red Wizard enclave in Part2.

Finally however, playing Bard6/Fighter2, ther was no way possible I could beat the red wizard outside candlekeep. Considering that fighters are supposed to have the least difficulty in these mods, it seemed ridiculous that my character would hardly be able to land a hit on the mage. With her bard song, she is the equivalent to any fighter at the very least. Maybe if my henchies could help fight the mage we would have a chance, but they get sidetracked by the swarm of fighter-slaves.

Obviously other folks have managed, but I have reloaded and and tried different tactics more times than is reasonable. I've pretty much just wasted my entire morning trying to beat this mage. That isn't fun, it's a waste of time.
_________________________
I'll tell you all my secrets but I lie about my past

Posted by i92guboj at 2009-03-23 10:07:52    
Nevermind, sorry, after posting I realised someone posted a workaround above.

Posted by i92guboj at 2009-03-23 10:04:33    
I doubt anyone is still looking at this, but, in case I am wrong, please, could someone post how to pass this bugged door? Thanks.

Posted by Shadowbarg Arg at 2007-04-07 15:38:28    
where's bob? c'mon dude, help us with this skulldoor bug; i'd really like to finish this mod

Posted by Captain_Wow at 2007-03-09 20:11:29    
OK, I got around the problem. I know, I cheated. Sue me. I ran the script in debug mode. But I would still like to know how it is supposed to work. Thanks again.

Posted by Captain_Wow at 2007-03-09 19:54:42    
I have been enjoying this series of modules a lot but I have (like some others) ran into a bit of a snag.

Spoilers, perhaps?


I have explored the Catacombs and retrieved the three sections to the skeleton key. I could not retrieve the invisible key around the statue's neck but I think that is not important.
I am at the Skull door but when I click on the keyhole, nothing happens. I have tried examining it, and using it, I have tried to combine the pieces and any other, foolish idea that came to mind and still the door will not budge. Some of these comments say the door is bugged. I certainly hope not. Some players have obviously gotten through the door so it must work.

What am I missing?

Thanks in advance.

Posted by ggw at 2007-02-28 18:30:40    Voted 1.00 on 02/28/07
Couldn't finish due to skull door bug.

Posted by Steve_Savicki at 2007-01-23 09:00:05    Voted 10.00 on 04/02/12
Why is the content rating mature?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Susan Badger at 2006-11-05 15:03:34    
HELP !!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Like everyonme else I'm stuck in the catacombs, I have all 3 parts of the skeleton key, and I know that the keyhole is in the skeleton in the door frame. I can't however use the key. I click the skeleton and nothing happens, do I have to find a way to put the key back together or something? I've tried reloading a couple of times but nothing works.
Someone PLEASE help me

Posted by kimmie467g at 2006-11-04 06:39:37    
> What console command would I use to get past this stupid door? The game's been sitting inactive for weeks and I'd kind of like to finish. Thanks, Shawn

dm_runscript open_skulldoor

Posted by acamantor at 2006-10-23 17:18:04    Voted 8.25 on 10/23/06
Good continuation for the plot.

Posted by Calumus at 2006-10-22 07:13:08    Voted 8.00 on 09/04/06
What console command would I use to get past this stupid door? The game's been sitting inactive for weeks and I'd kind of like to finish. Thanks,
Shawn

Posted by hddcrashed at 2006-10-05 11:54:29    Voted 1.00 on 10/05/06
Seriously consider adding some sort of haste item. All the areas in this module are huge and running through the forest and the city is a pain.

Same problem with the skeleton key as many others are having. I've got the 3 pieces for the key, but clicking on the skeleton does absolutely nothing. Being forced to use the console to finish a module is very disappointing.

Posted by sdiver2 at 2006-10-03 22:15:22    
I have all three pieces to the key in the tomb. I press on the skeleton my char walks up to it and nothing happens. Am I missing something? Can you tell me what to do? Thanks.

Posted by Calumus at 2006-09-04 11:35:47    Voted 8.00 on 09/04/06
Alright, I see that a couple of other people have had the same problem I have, they however seem to have fixed it themselves and didn't post what they did. I'm stuck in the catacombs, I have all 3 parts of the skeleton key, and I know that the keyhole is in the skeleton in the door frame. I can't however use the key. I click the skeleton and nothing happens, do I have to find a way to put the bloody key back together or something? I've tried reloading a couple of times but nothing works. Someone please help me, its hard to find a decent Blackguard Mod and I was enjoying this one up to this point. Thanks,
Shawn

Posted by Suicide Minion at 2006-07-16 04:28:18    Voted 9.25 on 07/16/06
Good dungeon romp. The Kryptgarden Forest and the undead-filled catacombs were pretty entertaining. Good fights, nice and balanced items, very good - this is the kind of hack and slash module that I like.

I do still think that the module falls a bit short from its premise to allow for roleplaying of a totally evil character.

Also, the henchmen are badly lacking in personality.

The whole sub-quest with Drakhold was... meh, felt a bit out of place.

Otherwise good. :)

Posted by ericdoman at 2005-11-29 15:04:27    Voted 9.25 on 11/29/05
Even thoug it is a little buggy and Viviana is a pain (you tell her to stand her ground or attck from distance and she just rushes into combat) It enables a player to attempt o look after 4 other henchmen. Supposedly Evil in nature didn't feel like it excpet 1st bit of I

Posted by ericdoman at 2005-11-29 15:02:00    Voted 9.25 on 11/29/05
As below about bugs still. Fandral in particular would attack members of party. Couple of issues. As I used all 4 hench I am only just past 10th lvl. Ibelieve you nedd to be 11th for IV.

I would have liked to prevent Viviana summoning creatures (played a mod? that enables this). As xp is split into 6. Although I eneded up killing them just to have a better xp.

Tried it a while ago and was seriously struggling againbst the uber bad guys in keep. But with all 4 hench it was a breeze and yes guards would go hostile and I could not attack them.

Didn't investigate forest thoroughly is it worth doing so. I doubt I'm going to gain enough xp to get up another lvl.

Posted by perforin ( 68.127.xxx.xxx ) at 2005-11-24 23:03:22    
SPOILER AHEAD ***



When I enter the shack near the docks in Iriaebor, Kara and the other Zhents attack me within seconds without "provocation". What could be triggering this? I'm not attacking or engaging in any hostile activity like pickpocketing or spellcasting....?

Posted by Lariam at 2005-10-25 14:22:20    Voted 8.25 on 10/25/05
Cool series - thanks for building.
_________________________
Forgotten Realms Weave

Posted by CWASI at 2005-07-07 18:25:21    
Ignore my last. I figured it out.









SPOILER

Don't forget the books.

Posted by CWASI at 2005-07-05 18:07:33    
WTF? I killed the vampire and burned the heart, but I can't complete the mod. What is missing. The gameplay's good, but this is the single buggiest game I've played yet.

Posted by Anonymous ( 69.233.xxx.xxx ) at 2005-06-14 01:01:57    
I had an interesting problem in the Zhent keep: after you kill "Fighter Leader," as I leave his keep, the supposedly friendly guards outside start beating on me, then the whole place goes freaking hostile: I think it's a password issue or something. I managed to bypass this by hitting pause as I clicked on the exit to the fort so that I enter the next area in pause mode. This gives me enough time to click on the guard captain before they turn around and attack me, I give the right password, they don't bother me after that.

I too am having problems with my henchmen going hostile on me, but in my case, Samar no longer has the convo option to spawn the henchmen (he instead talks about how I haven't completed my mission to Candlekeep.) Which, in short, means that I am right proper **censored** since all my henches died in that !@#!@#ing ambush and I can't exactly see myself completing the module with a solo level 8 monk.

I love the module, but these bugs can really kill the joy of playing.

Posted by willster ( 195.93.xxx.xxx ) at 2005-06-05 17:50:58    
Help! I have killed both of the Zhentarim chiefs in the darkhold, but don't seem to have a signet ring for one of them. When i go to the woman in the shack there is no option to tell her i have killed the two. How much experience have i missed out on? is it worth starting it up all again? is there another way to get the ring? i have searched the body of the first leader (the Cyric guy) but no ring is there.

Posted by oomab ( 24.252.xxx.xxx ) at 2005-05-16 13:49:04    
Hi --

SPOILERS AHEAD



















I'm stuck with the three parts of the skeleton key (and can't seem to find a fourth, if there is one). I noticed that Trank had the same problem, although he/she worked out of it pretty quickly. Any help would be appreciated!

Thanks,
Oomab

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