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.
Please do tell! I was trying to spawn it, but kept getting the tears potion ~lol.
Posted by thegeorge at 2007-04-2318:01:33
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 on05/11/07
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!
Posted by thegeorge at 2007-03-2822:11:46
Heh, thanks man. :) I'm sure I must've read at least one of those at one time.
Posted by jfoxtail at on03/28/07
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 on03/28/07
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 on03/10/07
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.
Posted by thegeorge at 2007-03-0921:10:13
Awesome!
Posted by Riona at on03/10/07
Heh, just to clarify, I got the ending where I defeated the Black Hand and began an era of peace. :)
Posted by Riona at on03/10/07
OK, I just finished, and I think this module was a wonderful experience. I especially loved the ending. Great job! I'll vote on it later. Take care, Riona