V1.01 Quinn�s Infiltrator is a single player NWN module for rogue class characters. It follows on directly from The Avenger of Quinn and is designed for level 9 characters. The character should really be the character used in the first two modules. This module is a coda to the Quinn series. It will give the full story of the PC�s father and how he was murdered, reveal the plan of the drow and explain something of the mysterious character Y�steriao who was touched on in part two. It is a lot shorter than part two. The necessary Hak is included in the module zip. One thing missing in the read me, is just to say that the in-game comment re the Vethboro Dragon is a reference to the excellent module of the same name, here on the vault.
Posted by Steve_Savicki at 2012-03-17 06:54:56 Voted 10.00 on 03/17/12
An outdated Rado bug makes him unlevelable though you can make him invulnerable.
Without the murder case, this mod would be too short.
Story comes to conclusion though. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
A question... hypothetically speaking, if a player inadvertently deletes her chari from prior modules (*sheepish little smile*) is there a way to re-acquire the Y'steriao sword and armor for play, or would the prior module need to be redone? Many thanks for any help..
Posted by xavi_ at 2007-01-02 16:16:51 Voted 9.00 on 01/02/07
Mmm� better than the first mod, but not than the second mod.
Good:
* History.
* Some quests (i.e. the murder, like CSI ;). It was really good )
* 3 different endings.
=spoilers=
Bad:
* I missed a traps & lock picks shop (if exists, I missed it).
* The final boss (the drow or the humans) is too easy
=end spoilers=
Thanks --again-- for your job :).
Posted by Bodhitree at 2006-04-15 17:26:04 Voted 10.00 on 04/15/06
Well crafted and enjoyable play! I find no faults here. _________________________ Jules Wilson
Posted by Mirgalen at 2006-03-25 18:01:21 Voted 6.50 on 03/25/06
I place this last episode somewhere between episode 1 and 2 in terms of quality.
* Minor Spoilers *
The addition of music (Ragtime) was nice but I doubt if it was the best fit for the settings.
I found the murder subquest more interesting and more creative than the main quest.
The dungeon crawl was anything but entertaining. It was even a bit odd compared to the boss (rated challenging) as the drows would be rated anywhere from easy to impossible.
Finished level 9 (started level 8). Could not complete the war plan quest and forgot about the one I had to set free.
Posted by Mirgalen at 2006-03-25 17:59:03 Voted 6.50 on 03/25/06
I place this last episode somewhere between episode 1 and 2 in terms of quality. The addition of music (Ragtime) was nice but I am doubt if it was the best fit for the settings.
I found the murder subquest more interesting and more creative than the main quest.
The dungeon crawl was anything but entertaining. It was even a bit odd compared to the boss (rated challenging) as the drows would be rated anywhere from easy to impossible.
Finished level 9 (started level 8). Could not complete the war plan quest and forgot about the one I had to set free.
Yeap this serie is the best for Rogues but even more for Assassins...
No more update for this part 3 ?
Posted by Lachluine at 2005-12-28 18:44:37 Voted 9.25 on 12/28/05
Same excellent quality as the others, just a bit short for my taste... I wanted more... I'm greedy! :)
Posted by Aryth at 2005-09-08 20:53:04 Voted 9.00 on 09/08/05
A bit shorter than the other two in the series but still the depth of story and characters and the challenge of gameplay is still on par! Had a wee bit of a problem trying to find the missing noble guy (forget his name). Never did track him down. Was a little bummed at the ending too.
*********spoiler********
Thought for sure I would see the quinn apparition again before the end of the mod. Seemed a little abrupt I guess. Also, my first instinct was to kill grandfather, which I did.. however I didnt think that should have been a chaotic choice really. Wasnt sure what to do after it was all said and done. Wanted to maybe go back to the guildhouse and talk to some of the other characters before ending game.
Still, loved your Quinn mods. This is the first time I have played an evil type pc and I felt it was handled well the whole way through. well done!
Tai Chi, I understand what you mean now - that'll be a pasting error I'm sure.
I know what you mean re the body, it was simply a judgement call when I built the module.
Please have a try of Shaddowe, as I took all I learnt building the Quinn series and put it into Shaddowe - I hope you'll enjoy it.
Posted by Tai_Chi at 2005-05-25 12:11:02 Voted 9.00 on 05/25/05
With its prequels, it's definitely worth HoF award. And its sleuthing quest is just awesome!
Posted by Tai_Chi at 2005-05-25 12:01:37 Voted 9.00 on 05/25/05
Taliesin,
If that's your decision. But skilled rogue shouldn't bother with its weight, IMO since they must have some kind of magical bag. Or you can make Kers require only the journal and the body optional. In this way, adventurer needs to carry the journal alone to complete the quest, and carrying the body will bring some extra reward.
You somehow misunderstood about Jarod and Shera thing, I'm afraid. Check the Guildmaster's conversation. �Why are Jarod and Shera not here?� appears twice on the same screen. I guess you happened to copy and paste it, or does this occur just with me?
And �Letter� I mentioned refers to the one sent to Widow Teston. It was left out in the inventory when Murder in Mind quest was completed. Whoever the authorities need this evidence, right?
Well, now I'm finished with v1.01 of this module on v1.65 of NWN with both expansions. No stuck whatsoever. I enjoyed this module as much as its prequels. Thank you for your hard work, Taliesin. Quinn trilogy is definitely one of the best rogue modules, and I hope your next work is even better.
Skern Jaral's body weighes so little as I didn't want to weigh the player down (thieves generally are not known for concentrating on strength) not very realistic but I thought it would help the gameplay.
Glad you enjoyed murder in mind. Take the point re the skill checks.
There should be an answer from the guildmaster re Jarod and Shera (though the answer was convenience, Jarod has gone away to heal and Shera is looking after the guild, but I couldn't find a use for the characters!)
Posted by Tai_Chi at 2005-05-22 11:48:34 Voted 9.00 on 05/25/05
Taliesin_ttlg,
I wonder what caused Skern Jaral's Body only to weigh 0.5 lbs. Is it just a very small portion rather than the whole?
�Why are Jarod and Shera not here?� dialog option appears twice in conversation with Guildmaster Tane.
Letter should be confiscated from the adventurer as well as other evidence. It must be needed in the upcoming trial, I imagine.
The NPC's in this module seem more active than in the prequels as a commoner visits a temple to prey and then goes back home. This is great.
I pretty much enjoyed Murder in Mind quest. It alone deserves 9.5 to me. Thank you for the wonderful experience. I wish you would build more modules of that sort. And please consider more use of skill checks when you make one. For example, a successful heal check reveals the cause of death, and a lore the type of the murder weapon. I believe it makes one's experience quite unique.
I'll add more comments when I finish this module. Thanks.
Posted by Vimsen at 2005-05-15 03:25:39 Voted 9.75 on 05/15/05
.
Posted by x1134 at 2005-05-11 22:32:36 Voted 8.00 on 05/11/05
One problem I noticed. If you play using keys (WASD) for movement you miss some of the dialog. YOu do have a warning that applies, but it was already too late to stop pressing the W before missing the conversation. (The hallway towards the end especially.) The first two modules seemed a little more polished, but I would guess that comes from being around less time to be caught.
When Rado disapears it's because he was upgrading his level. However, the module was designed for specific character ranges and if you are using a character of too high a level there are no Rado models available.
In otherwords, you're playing with a character of too high a level and I suggest you try with a character of level 9 (and no more than around level 11)
Posted by Anonymous ( 195.74.xxx.xxx ) at 2005-01-16 09:10:00
i played the firdt two un the seris and i loved it but i seem to be stuck on the third one when i tell the gnome he better get ready at the start before we teleport he disappears and i cant find him and that woman wont talk to me unless his there
Posted by erthule at 2004-12-13 02:02:41 Voted 8.00 on 12/13/04
Posted by Jonesy14 at 2004-12-08 15:27:59 Voted 8.75 on 12/08/04
Short, and not as complex as the previous installment, but still a well-designed mod
Posted by Dags at 2004-10-15 19:39:40 Voted 8.50 on 10/15/04
A good conclusion, but after the massive second part this seemed a little quick and wasn't too challenging. The murder quest is well executed, but most of the others seemed underwhelming. I appreciated the alternate endings, though!
Posted by acamantor at 2004-10-10 14:04:19 Voted 9.00 on 10/10/04
a great crescendo for the serie
Posted by sbbeasley at 2004-10-01 01:16:44 Voted 9.50 on 10/01/04
Posted by Amasius at 2004-09-30 15:12:08 Voted 9.25 on 09/30/04
Good Ending of the great Rogue-Series
Posted by MadNo ( 82.253.xxx.xxx ) at 2004-08-05 06:23:00
Thanks Taliesin.
Since this happened relatively early in the story, I thought I would just replay it from the start, this time trying to do things in a slightly different order, and it worked. I may be wrong about this, but I believe the way you have scripted things, the player needs to first check out the chest against the wall in the crypt (with the belt), BEFORE clicking on the graffiti, otherwise the password variable doesn't register properly. Could this be right? I know nothing about scripting so this is just a theory derived from my experience with your module.
Anyways, thanks for a great adventure. I finished Quinn 3 yesterday and I'm just starting Shaddowe. Although I liked the whole Quinn series, I can definitely see that your work is getting better and better.
thanks for playing, for some reason it sounds like the variable hasn't been set when you've clicked on the grafitti. easiest work around is as follows.
Drop the console using the "`" key
type (exactly but without quotes) "DebugMode 1" then return
open the console again
type "SetVarInt nYsteriao01 10" then return
click on the pc
type "DebugMode 0" then return