You are the last of the Ahmenkatja, an ancient civilization responsible for building the Antekythra Device. Powered by its namesake, the legendary Antekythra Diamond, the device was intended to stabilize the orbit of the moon. But now, hidden deep within the Shrine of Ahmenkatja, the device requires recalibration, and those originally entrusted with this duty have failed� The world faces a second cataclysm unless you can unravel this mystery and recalibrate the device yourself. But will you make it in time to save the world?
NOTICE (7/26/07):
Version 1.0 (CONTEST VERSION)
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This version should be used by the judges.
Known Bugs v1.0
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1) The cutscene following the main hall will break under certain conditions.
SOLUTION: Leave at least one "Assassin" or "Mercenary Mage" unlooted (so his corpse lingers).
2) Possessing your familiar will cause certain cutscenes and area transitions to break.
SOLUTION: Do not possess your familiar!
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The bugs listed above have been fixed in v1.1 (Non-Contest Version) - please download it here: Link ----------------------------------------
1) These 2 doors are dummy objects that allowed me to use the 'corridor' tile for the small rooms with the left & right levers that open the main gate. They don't lead anywhere new - you've already been in both of those rooms.
2) The two doors on either side of the final area are cosmetic - the spectral guardians you can summon will spawn from those two doors. They don't lead anywhere, either.
Thanks for the comments. :)
Posted by perthm82005 at 2009-05-15 03:14:01 Voted 9.25 on 05/15/09
I have a question...there are 4 doors I could not open, but this did not prevent me from completing the quest.
Can the author or someone else tell me how to open them...if so I will replay the module with a thief just for the fun of exploration. If they're just dummy doors then there's no point!
1) IIRC 2 doors on opposite sides of the corridor with runes leading to the room where one meets the Big Boss and his mercenaries. I was told unlocking these was impossible (I had a ranger, no lockpicks etc.) I think none of my weapons was able to do damage by "bashing" these doors.
2) 1 door either side of the 2 entrances to the final chamber containing the actual Crystal. Again no chance unlocking or bashing them. A message popped up saying specific keys were needed to open these ones, but I found nothing resembling a key in my searches.
Cheers and thanks for a nice tight module. With a bit of beefing this'd play well as a one-nighter adventure for a low-level AD&D 2E party, I reckon...
Posted by olivier_leroux at 2008-04-05 17:24:15 Voted 9.50 on 04/05/08
Very engaging and entertaining mod, great short story with a high level of immersion!
Everyone: your VOTES are highly appriciated. A vote is like gold for an author. No kiddin'. ;)
Posted by BillyTheCid at 2007-08-05 21:22:33 Voted 9.00 on 08/05/07
This is a great entry. So much to like:
-- Nice, tight focus. Linear, but without feeling restrictive. Great job of finding the right scope for a contest entry.
-- Clear objective supported by well-written dialog and just enough backstory elements to give a sense of context.
-- Absolutely loved the set design of the temple, including the terrific Antekythra Device. What a creative use of the standard resources to come up with something that looks & feels totally new. Kudos!
-- Good little touches throughout the module that kept it from feeling too much like a dungeon crawl, e.g. the spirits that appear and populate a room once the "bad guys" are wiped from that area. Great attention to detail.
Posted by nereng at 2007-08-02 05:05:26 Voted 9.75 on 08/02/07
Extremely good module! This ought to be one of the top contestants in the Bioware World Design Contest!
Cheers!
Posted by coreyh2 at 2007-08-01 17:09:09 Voted 9.50 on 08/01/07
Its really good. Antekythra Device area is especially impressive. Cutscenes were really good. The mana crystals are a interesting gameplay element.
Glad you found the bug, the module is far too high quality to let something like that stop the game play.
A quick and dirty solution to the problem is to make an invisible placeable with the faction you want to compare to. Then you can reference the placeable and not worry about the status of the npcs. I use a similar trick in my faction code for my PW basemod. _________________________ Vuldrick Garrison
Vuldrick - I was able to replicate the bug, but it had nothing to do with Animal Companions. There was a typo in the cutscene execution code, where the faction change is applied. Basically, it looks for the nearest enemy with tag "Mercenary" and adjusts your faction using that as a reference. Unfortunately, it was supposed to read "MercenaryCS10" - the problem is that if the player kills every Mercenary in the shrine and loots all the corpses, the AdjustReputation call does not have a reference object, thereby leaving the rival faction hostile to the PC. I'm not sure how my testers missed this one... I suppose I should release the fixed module separately, in any case.
I assumed it was due to my animal companion when I looked at your code. I can not replicate the bug when I do not have an animal companion, but I could be wrong.
The baddies kept beating me down even after the main guy told his thugs to put their weapons away. This ended the rest of the module and I never escaped from cutscene mode.
Regardless, a very nice module. I really wanted to see the ending and was motivated enough to go in and make sure I could do so . . . so that is a compliment :) _________________________ Vuldrick Garrison
Vuldrick - I wasn't able to replicate the bug you mentioned with animal companions (since they shouldn't be able to open the door, I'm not sure how that happened). The door that triggers that cutscene does indeed make sure the entering object is a PC (as do all of the cutscenes), however, the better route would be to simply use GetFirstPC() - I just thought that would be cutting some corners. :P
Unfortunately, by possessing a wizard familiar, I was able to break a couple of cutscenes. I wasn't aware that wizards could possess their familiars. :)
So as a note: Players should NOT possess their familiars in this module. Possessing your familiar may cause some serious issues with cutscenes.
Thanks for the comments. :) When I was building this module, I totally neglected to think of Familiars/Animal Companions, because, to be honest, I've spent more time in the NWN toolset than in the game. I'll make a note of that for future fixes.
Very nicely done. I am not voting for any modules since I am in the contest, but I wanted to give you congrats on your entry.
I found one bug that you might want to check out. I first played through this with a druid. I had an animal companion at my employ . . . this yielded a game stopping/crashing bug. I will avoid too many details about the plot so I don't give spoilers :)
When you go into the chamber where the "bad guy" is, you open a door to enter. You have a script in the onused event of the door that starts a cutscene. The cutscene failed and the bad guy and his thugs just kept beating on me and I was stuck in cutscene mode . . . could not move, exit, or anything. I think this is because my animal companion was set as the object oPC for your cutscene commands in the other codes that pull the cutscene off.
I went into the toolset and changed the factions of the bad guy and his thugs to commoner and played it again. This time, I used a fighter and no animal companion (of course). All went well on this play.
I am not sure the faction tweak was needed after looking at your other code, but it didn't hurt :) I am certain that you need to double check what object is set as oPC for your cutscenes . . . animal companions are fouling it up. Perhaps a simple thing like making sure the oPC is a real PC and if not use GetMaster() instead? This covers any "henchman-like" things the PC may be using.
Area design is great as is NPC activity, general mood, etc. Storyline was really neat too.
So far, aside from the bug, this is one of my favorites :) _________________________ Vuldrick Garrison
Posted by Menelcar at 2007-07-23 05:04:26 Voted 10.00 on 07/23/07
One of the best module ever seen.
Professional work.
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