which isn't required to play this module, but it is recommended. You should find opportunities to use most of your rogue skills - and make sure to put enough points into Set Traps. Even though I'm classifying this as 'trap heavy' many of the traps are non-traditional, some require careful timing to bypass instead of removal. Also, Stealth is sometimes more effective than combat.
Posted by werelynx2 at 2012-01-10 10:50:14 Voted 8.75 on 01/10/12
Good Rogue module.
Issues:
- Game ate my bags of holding. No way to buy any of them back. If I were told that not everything will be saved... That's a common mistake, whenever builder wants to strip player and then give his stuff back, I had the same issue in HotU.
- "love letter" from 1st part's quest is still pickpocketable
- in re-used ruins there are still the same encounters with yuan-ti
- weird grey rectangles in the city of brass(tileset issue - tried deleting override but it persisted, alas I had not reloaded entire module, just save)
- Alexandria and the city of brass are empty
- guards patrolling Alexandria have nothing to pickpocket, also one of 'em got stuck i a tower
- couldn't harm second spider nor run away(he sees through invisibility)
- "where is that light coming from" + instant death are nice touches, but after your first talk with the queen it should have been disabled
- "losing" ending is bugged - elephant starts a fight with invisible PC and then nothing.
- some backtracking
- waleed does not come back to palace grounds, general lack of merchants. Like in the first part when you can't return to the marketplace, when you can finally afford all the good stuff. _________________________ Thanks Rolo:)
Exactly. Decided to go back and try again after being stuck at the gate. I only tried one but I was told that I had already "activated it" (true). Clever script. I should take a look at that.
If this is really a glitch or something that did misfire, could you let me know how to force open the gate (the one with the three runes). Thanks.
I can't speak to Mac/Linux issues, as far as I know NWN is the same on that. No, there is no specific order. There are items that can increase your Reflex save. In some cases you might even be able to slip around a moving trap, but patterns can be learned. Healing items are also useful there.
Getting really frustrated near the end. I assume the special traps created for this module (e.g. screen 4 and 5 above) may not work as designed on Mac/Linux.
Is there really nothing more to these traps than a high reflex save? If not, can a specific pattern be determined for each of them to either bypass them or get a bonus to the DC 28 save? Is there a specific camera angle making it easier to time these traps? Some traps are making noise but I don't see how to take advantage of that (e.g. count to 3 after the sound and run?).
Trying to complete the last challenge with tons of DC 28 custom traps and no way to rest. So it's either reload 20 times or drink a bunch of healing potions. I don't like that because my character can see these traps and he knows exactly what to do (e.g. when the block goes down jump on top of it and get to the other side before being crushed...).
Found a couple of closed doors. There is a closed gate nearby with a lever on the other side. Do I need to activate the three items in a specific order to enter the main chamber? If that is the case I don't think I want to bother. If it is a Mac/Linux glitch that the author could not have anticipated than I would be willing to use the Debug Mode for a little help.
I welcome any help from the author or the community.
Posted by LeslieMS at 2009-02-10 15:10:50 Voted 10.00 on 02/10/09
I completely enjoyed the puzzles and other attentions to detail...
IE the 'Aladdin style' City travel, The pressure plate puzzles...
Desert complete with thirst and mirages!
I have to say that these were the best Thief mods I have EVER played. Never have I seen such excellent use of a Rogues skills. No skill was left unused, and it took plenty of brain power even though it was fairly linear.
Just plain cool!
Thank you
_________________________ Stupidity kills people.
Nothing Good comes from ignorance.
Knowledge is power that is useless with out the wisdom to use it properly.
Ah, probably the most challenging area. There's a gate that you can't open at first which will lead you further in. (Ringing each of the 3 bells unlocks it.) As I recall, this door (and another) can be reached from the far left corridor.
Posted by Rhiana at 2007-04-26 11:11:38 Voted 10.00 on 05/11/07
I'm still playing this one. I could not figure out where the central area was in the pyramid when racing against the fake Black hand to get the item for the Queen. I ran around that place 3x & even made my own location pins(I now really hate those blocks that raise & lower, grrr!) even with search mode on the entire time, I could not find it. I tried looking in tool kit, but I'm pretty clueless there as well. lol.
And you're pretty far too! I'm not sure what happened with the doors. If you like I can tell you how to use debugmode to spawn another gatekey (if you don't know already).
Posted by Rhiana at 2007-04-23 08:49:30 Voted 10.00 on 05/11/07
Another really great module so far!
spoiler:
Oubliette area
I somehow used a gate key too many and don't have an earlier save from beforehand. The door going up doesn't have an area to click on. the bars are blocking the view. I think I closed the door, when I realized I needed to go to left area and the door re-locked somehow. So, when I got the next gate key, it used it when opening that door again. :( mean doors!
Heh, thanks man. :) I'm sure I must've read at least one of those at one time.
Posted by jfoxtail at 2007-03-28 19:57:25 Voted 9.50 on 03/28/07
Hiya TG... Thanks again !! :lol:
So I finished :D. I really enjoyed it - both actually. Extremely well written and thought out.
I choose peace..and defeated the black hand. I admit I needed a little help from the walk thru this time before I completed the mod...towards the end :lol:
I missed all the "treasures". I missed the statue in the library, the mother of all pearls (oops I cut the old guys throat and got nothing but oil). I actually used the flask of Solomon (same Soloman? Nice touch) but sold it to the guy on the docks... dohhh
I will offer the minority report here. I have not played Price of Persia or any of dessert games - but I actually preferred the first mod. All areas and everything included. It had the more pure "Arabian Nites" theme in my mind, with politics and a Djinn...
This mod is also very good. The machinists and the plane of fire seemed to evoke my memories of the White Mountains, City of Gold and Lead, Sword of the Spirits...do you know the books I speak of? Very fond memories of books writen by J Christopher (??!!).
Anyway thanks again... more of your mods to come. :lol: Just dont produce any more like DR 3 for goodness sakes.
Posted by jfoxtail at 2007-03-28 19:47:04 Voted 9.50 on 03/28/07
Another great mod by the prolific "thegeorge".
Spoliers
This mod for rogues certainly has aspects of high fantasy within it. The mod seems to stir memories of classic books like the City of Gold and Lead, and the Sword of the Spirits. The machinists city was most intertesting. Additionally one of the smartest impimentation of desert travel I have seen; only Marc Prices hall of fame mods implimented something similar; and not quite as neatly done with the oasis. Thank goddnes I saved my Amulet og Health from last mod and didnt sell in some builder mod.
There is all the great skill tests of a Rogue build and I think I have come to regret not taking a couple of extra points in intellegence for skill points. None the less that author compensates the player with goodies (ie a ring of lore) for skill possibly over-looked.
In all a fantastic series.
So why did I rate this one lower than the first? I will offer the minority report. I simply preferred the entire Arabian Nights-esque of the first mod. This mod has some of it but also bits that are not.
In either case I highly recommend you download and play (and VOTE :D ). Well worth the effort for even for players like me who are not Rogue adepts. You will enjoy and not regret it.
Posted by Riona at 2007-03-10 16:18:38 Voted 9.25 on 03/10/07
A MAJOR improvement over the first Desert Rose module, in just about every way. It's still a very unconventional module--that is, it's mainly about being a sneaker, troubleshooter and tumbler rather than a destroyer of enemies (as in a game like Prince of Persia). But *this* time, the odd plot, throwaway side quests and overly repetitive dungeons have been pared away and what we have is a much more varied and interesting experience. Your character will travel to some interesting locations, such as a city of machinists and the magnificent library in Alexandria. Best of all, your character is given solid reasons for traveling to these places and moving the plot forward...something I thought was missing from the first module.
This time, you won't just be walking through corridors removing trap after trap after trap (thoguh there is still plenty of that to be found)--now, you'll have to deftly get through *moving* traps as well. Granted, there are a couple of times when this doesn't work too well and is a bit "twitch-gamey", because NWN isn't really designed for moving the PC perfectly through a set of very tight spinners (for example). But still, it's much more interesting overall to do that instead of winding your way through overlong maze-like hallways removing traps every few inches. Another interesting new aspect of this module is the collecting of treasure items--you have to use your head (or the walkthrough ;)) in order to get them, but it's pretty cool and you can either sell them or deposit them in the royal treasury for some XP.
I especially liked the denouement--I felt it was a fitting end for my character based on the choices she made. thegeorge should be proud of this well done second part to an interesting and entertaing series.