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NWN MODULES

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Title  Wake
Author  thegeorge
Submitted / Updated  08-21-2006 / 09-17-2008
Category  Twisted / Dark
Expansions  Requires Both Expansions (SoU & HotU)
Gameplay Length  about 3 hours
Number Players  1
Language  English
Level Range  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."

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2006-09-23QSW8.83Wonderfully atmospheric, with a unique role-playing depth rarely seen.While not really a con as such, patience is needed in some scenarios.

Files

NameTypeSizeDownloads
Wake_v2.zipWake_v2.zip
Submitted: 08-21-2006 / Last Updated: 09-17-2008
zip41.2Mb4471
--
SCORE OUT OF 10
9.68
22 votes
View Stats
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Comments (30):

1 2 3

Posted by thegeorge at 2007-09-0513:03:11    
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.

Posted by LadyRolePlay at 2007-09-0512:20:15    
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.

Posted by thegeorge at 2007-09-0500:30:10    
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.

Posted by LadyRolePlay at 2007-09-0500:07:49    
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!

Posted by thegeorge at 2007-09-0423:41:56    
*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.

Posted by LadyRolePlay at 2007-09-0419:53:07    
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 on07/29/07
Amazingly atmospheric and love the chance to play a high level character.

Posted by thegeorge at 2007-07-0809:47:15    
Thanks! I'm sure you'd also enjoy my "Angel Falls" module.

Posted by Astero at on07/08/07
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.

Posted by thegeorge at 2007-06-3013:39:51    
I'm glad you were able to finish it with no problems this time and thanks for the vote. Regarding the teeth, most of the stuff in here is custom content that I either made or modified. In this case, I believe I modified Charlie's teeth. btw I haven't stopped working on a module titled "Angel Falls Prelude" which is now about 70% complete.

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