You will be given enough xp for 39th level if you start below 39th level.
Races
any, human recommended
Tricks & Traps
Light
Hack & Slash
Medium
Classes
any, harder for spellcasters
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
39
Max # Players
01
Min # Players
01
Min Character Level
39
Content Rating
Teen
Alignments
any, but not much for evil to do
Gameplay Hours
03
Description
[Requires NWN 1.69+HotU+SoU - version 2.0]
"Wake" is the surreal sequel to "Narcopolis" (and �Narcopolis� is a loosely related sequel to "Stormy Night"). For story purposes, completing "Narcopolis" Link is required prior to playing "Wake". "Wake" is designed for a single player of 39th level.
Intro: "Decades after leaving the city of Narcopolis, you retired from your adventuring lifestyle. Today, your granddaughter is coming by for a visit. She always enjoys listening to the tales of your adventures."
Posted by werelynx2 at 2011-12-23 04:56:11 Voted 9.50 on 12/23/11
Sciary!
Found one typo: "No seems to be around" - unless of course you mean dr. No _________________________ Thanks Rolo:)
Posted by Also Copy at 2011-01-23 16:14:41 Voted 9.50 on 07/03/08
The theme of aging and mortality in this mod remains something which has so far been unique in my experience of playing NWN mods. I don't want to go on at length about it, but my opinion on Wake remains that it is wonderful.
SPOILERS
I think looking into my bag of holding which contained the Sword of the Zodiac from Narcopolis was causing NWN to crash. Another major thing is that the second page of my inventory seemed to glitch in such a way that some or all items in it were invisible and unselectable. (Though if they were in a quickslot, normally equippable items could be equipped.) Saving and reloading was my workaround. It might be related to the robe or mask you get; I had unequipped them to that page.
Some minor stuff:
If you skip the cutscene (I had seen it at least twice), you will not appear old.
I wasn't able to free the ghosts I think. I didn't see any indication at least. I used a Knock spell if that matters.
You can use a story stone from one of the previous mods (Narcopolis, I think) to get 500 exp, but you don't get text.
It's worth noting that I have some heads, spell icons, and combat animations in my override, but I shouldn't have any 2das. Hmmm ... maybe I have a cleric domains 2da, though, if that's important.
END SPOILERS
So, do you have any more surreal/horror mods in mind for the future? :)
Posted by Copperhawk at 2010-09-14 09:34:41 Voted 9.25 on 09/14/10
Personally I like Narcopolis more than this one. Comparing this with Narcopolis, this one seems to be not as deep and the suspense & mysterious feeling is not as strong. The overall experience is like playing Mario and go through a number of "levels".
ahh just recently got me a new copy of nwn (its an addiction my last copy got screwed up ha ha) and no matter what the first mod's I get when I install nwn are wake and the prior two in the series. Too good a mod series not to have in my module collection! =]
Ah I was wondering what you thought of this one. Thanks for your feedback.
Posted by Carlo at 2009-10-11 14:17:24 Voted 9.00 on 10/11/09
A worthy end to the trilogy that began with Stormy Night and Narcopolis. Similar strengths in story and playing with your mind, helped greatly by the custom content. The mad doctor's journal entries were probably my favorite part, tying everything together. A few things are still left unexplained, but I suppose that's par for the course.
Parts of this mod were much more frustrating than the others. Having to avoid being perceived by anyone in one area (if you didn't, you get immediately transported to an area with a cutscene of being slowly tortured to death) was a "learn by dying" design - not my personal favorite. A darkened area with an invisible path and multiple portals I found essentially undoable without the walkthrough hints - spent about an hour on it before breaking down. Part of the problem is technical, NWN walkmeshes aren't always consistent and I got stuck a couple times while manually exploring WASD style.
Thanks again for creating and updating these mods, which to me are examples of outstanding NWN experiences (and why I continue to play the game).
Posted by LeslieMS at 2009-02-08 15:13:33 Voted 10.00 on 02/08/09
What a wonderful end to a wonderful trilogy!
Nothing like a romp in the mind of a mad scientist!
The atmosphere was consistantly spooky throughout the trilogy, and the whole thing played like you were reading a ghost story about a madman! It was a sheer thrill.
There honestly were times I was holding my breath watching the screen!
This was a wonderful mod, and again, VERY replayable.
I have a Rewritable disc that I put my favorite mods, and characters on. This trilogy is on that disc now, and I plan on playing throug all the different alignments.
I loved the puzzles! I like being made to think from time to time, and this definately makes you think. A bit of philosophical thinking sprinkled in from time to time too... I was extremely impressed by the level of story telling througout the whole trilogy. So much thought and effort went into these mods, and it definately shows! Even in the item and creature descriptions! Wow! ( and that is an understatement!) The attention to detail, from music to item placement to storytelling, was phenominal!
Awesome! And probably my favorite spook mod set =) _________________________ Stupidity kills people.
Nothing Good comes from ignorance.
Knowledge is power that is useless with out the wisdom to use it properly.
I never really use console commands, musta been all those years of dm run campaigns couple with, I just not very good that way heeh. Can you tell me exactly how to enter that command please?
Do I hit ~ and then space and then type that, with my character highlighted?
Yes I am the one :). After all these years I still have one campaign I'm in, non NWC, and a few NWC games, but it has died out quiet a bit, and I think because of multiple problems, NWN 2 never really took off. Hence, I am taking the opportunity to play many many mods that I never had time to do in NWC's hey day.
Yours are HARD damit :) :) but you're a most wonderful story teller. I could tell from your walkthrough for Stormy, that you really love to write and you're good at it!
f you do know a command I would appreciate it! I think you're exactly right, I cannot transition through the portal for some reason, though standing right next to it. I've played many an online game, and some few mods, but what it is ACTING like, is a broken transition or zoning problem. And though having explored the entire area, heeh, using breadcrumbs has marked a clear road in all directions, just doesn't seem to be any other option. Perhaps there is another portal one can transition through? I could not seem to reach the one in the East, which was why, I went North :).
If there is perhaps a portal in the other directions, I could actually access, then I am certainly willing to try that.
I tend to monitor the pages of my modules that are either new or fairly popular.
There's no trick to where you are now, sounds like bad NWN pathfinding actually. Maybe I could work out a debug command for you later if you like.
Regarding reviews: you should post each one on each relevant module page. I don't know if reviews are still useful to players but I usually get something out of them.
WELLLLLLL maybe you can help me again :). I am so glad you're still dropping by this thread.
BIG SPOILER
I am in the thought stream. With the bread crumbs, I've got a fairly good road marked out (not totally even) that runs all four directions.
I am standing almost right next to the North Portal, from there I can see another portal. I click to enter it, and I cannot seem to do so, perhaps, I need to approach it from another direction. I even have one other false road going north that dead ends.
IF I go back, trying to find another approach to that portal, there doesn't seem to be one. The jester, and the electric impulses also keep pointing me that way, yet I cannot enter the portal. But that's how I've by and large, mapped the road system, trying to find another approach to that portal.
Where I am standing is near the dead end, I walk towards the portal, til I am almost standing next to it, I click the portal to enter it yet unable to do so. WHAT am I missing heeh, I've seen nearly the entire area and the other portals LOL I can't figure out how to enter any of them.
Thank you. BTW I have played all three in a row, and was holding off reviews to play through them before doing so as it gives ME a context in which to write. ONCE I finish if I ever do... ... ...do I review in one place, ie here, or all three and does rating them even effect anything this late? Or are those helpful, only when a mod is very recent. I see these have been put in HoF. BUT to finish it I got out of this thought stream and have no idea why I cannot seem to enter that Northern portal.
Yeah, I wanted to make this module challenging for 39th level so I had to walk a fine line between challenging and frustrating. I'm glad I was able to help, esp. since you're almost done.
Thank you so much for your help. I never found the secret room, I didn't know there was one. So been playing through this as a lvl 30 cleric and ten champ of torm with NO spells. It's been a challenge but I'm making it up until this point. I got on dm client out of curiosity to watch the patrol pattern. That one fellow that patrols the halls NEVER goes all the way up the hall, and there is no way to know where he is even so, when one has yet to bash the door down. As best I can tell from observing on on the dm client, that just does not get far enough away, even if I knew.
Thanks for the suggestion. I'll do that and just kill the guys! I really have no search skills or any kind of high spot skills with my classing :), so I wish I'd known about the secret room.
I've been playing straight through the mods with the same character, and while there HAVE been 'frustrations' nothing I couldn't figure out until now. On the whole they've been great mods, but as a cleric of Lathander I just don't want to give up!
*spoiler*
They're not supposed to catch you that easily and only one of them patrols that hallway. As I recall the last rest point was in the asylum, in the secret room next to the library. However, you can easily use debugmode to kill the temple guards if you still can't get past them. Just go into debug: ~DebugMode 1, then press the period '.' to bring up the Chooser, then press '+' next to the area you're in to expand it, then expand the creature list, then select the creature you want to kill, then press the kill icon above, then press '.' again to close the Chooser, then exit debug: ~DebugMode 0 . Hopefully that helps.
I want to ask a question because I've somewhat frustrated and more than a bit angry with this mod.
You level us up to an epic, 39 then throw us in a total non rest situation. Well understood, so one is going to 'ration' spells. ONLY problem is... ....there are several instances where one gets level drained, hence loosing almost all spells, beyond a level two.
I am lucky I am playing a cleric frankly, because there's at least that. Where I bought it
slight spoiler
was on second floor of the asylum where one of the phobias hits me, as one must allow them at least one hit.
IF there has been a place to rest, I am simply have not found it. But I have gotten through the fights.
Spoiler
WHERE I am stuck is in the temple, in which getting caught, leads to a one way ticket to the dungeon. With NO spells I have no access what so ever to any sancutary or greater sanctuary spell. I also have to bash the door to get to the hall.
I am INSTANTLY caught, even if I try backing to the back, hoping to wait for the guy to walk on down the hall.
I have no potions, I am not a rogue, and cause of the level drains and lack of chance to rest anywhere, no access to spells. It becomes an instant game stopper, and I have NOT figured out a solution.
Is there one? This is the same cleric/paladin build I've played through the first two modules. Kind of pretty bad IMO there's not a bit of chance to get into that hall way unseen.
What? Was one better off playing a rogue for this, I suppose.
Let me know if there's a solution to this. In my opinion, there should be SOME kind of chance for casters to rest, somewhere in this, and SOME way to get past those guys patrolling the hallways! The minute I bash that door open though, I'm caught. I don't even have to walk out to get caught.
Posted by MLFG at 2007-07-29 01:00:59 Voted 9.75 on 07/29/07
Amazingly atmospheric and love the chance to play a high level character.
Thanks! I'm sure you'd also enjoy my "Angel Falls" module.
Posted by Astero at 2007-07-08 07:51:06 Voted 10.00 on 07/08/07
What an awesome sequel! The same creepy atmosphere, great music, interesting puzzles, I had to consult the walkthrough from time to time. How easy was to miss some items which were supposed to help me enter new areas. It really felt so "adventuree" to me :). Excellent work yet again.
When I entered Narcopolis and saw the headless horseman I got shivers. This had to be one of the finest moments of this mod for me. As for the thought stream, aaaaarg, I came very close to use debug mode to jump onto the next area but luckily I found the way :). My only teeny tiny complain ... maybe less combats. If I had to put a single word to each of the three I would say Stormy Night: insanity, Narcopolis: melancholy and Wake: futility. Well done :).I will most definitely check out your other modules.