The estimated two hours of gameplay may vary depending on your skill with adventure games or the use of the game's walkthrough.
Number Players
1
Language
English
Level Range
1 - 2
Races
All
Classes
Any
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
02
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
Any
Gameplay Hours
02
Description
A 3D remake of the classic Apple II game "Crypt of Medea", a dark Zork-like horror text adventure made back in 1984 by Sir-Tech, the creators of Wizardry.
After falling unconscious during a walk through an old cemetary late at night, you awaken in an unfamiliar tomb. This tomb is, in fact, the Crypt of Medea, and it is filled with deadly traps and hostile creatures. But who is Medea... and for what sinister purpose have you been brought to her terrible crypt?
At the time of its release, Crypt of Medea was considered a fairly graphic and adult game, due to it's detailed
descriptions of violent deaths. The cover of the game even describes Crypt of Medea as being "an adventure game for the very mature and strong of heart." and so I have remained true to that spirit with this faithful remake.
Although originally rated Mature, today Crypt of Medea would be rated Teen.
Requirements:
Nwn v1.69, CEPv2.1, and the Medea Hak Pak, which comes with the module.
Posted by werelynx2 at 2012-06-04 10:22:18 Voted 9.25 on 06/04/12
Wow! The module though being too short is beautifully done. By too short I mean I would certainly want to play longer I just love adventure games.
Oh and the response from old lard: "Unfortunately you broke your knife cutting the lard" made my day.
Few things that could be changed(SPOILERS):
- if glass shard is off-hand weapon it is impossible to cut rope - the conversation does not see it
- explanation that you may need to equip items to use 'em in readme or here on the page would be nice, as well as warning to save often
- reloading a fight: if it wasn't in walkthrough I would assume it's a bad way to kill monster, the syringe needs to be more powerful
- no music _________________________ Thanks Rolo:)
Posted by Berra at 2008-09-23 13:05:05 Voted 9.50 on 09/23/08
I enjoyed this exploration/puzzle horror-adventure pretty much. I didn't find any major problems apart from Medea's head not showing up. Don't know why really, though. The reason may have been if I had installed v.2.1 of CEP incorrectly somehow. I think that might be the case.
This mod did what it intended to and delivered a short, yet very enjoyable, little adventure. I have not played the original regretfully but I enjoyed it nevertheless. :)
One more thing I almost forgot...
***SPOILER ALERT***
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This isn't in the walkthrough, but it is a "hidden feature" of the game now:
Any spell you cast at the water will charge it so that you can paralyze the mutant, so the Metal Rod is one way... with this being another way to do it.
All done! Here is a list of changes:
***SPOILER ALERT****
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1. The Metal Rod is now based on a Wizard Staff model, so anyone can use it, Halfings and Gnomes included. It
is now a Lightning Rod which can stun, jolt, and cast Lightning Bolt with a maximum of 10 charges per cast, which ties into the next change I made...
2. Fighting the Mutant is now easier! Use the Metal Rod to cast a lightning
bolt on the wet floor of the room you fight him in. This will cause the now electrified water to paralyze the big brute for 60 seconds. Wack him again to finish him off without dying once.
3. The Jellied Mass has a "blind side" that you can stand at to make killing it with the Medical Syringe that much easier. See the walkthrough for full details on this interesting strategy.
4. As an added feature, I made it that the Metal (lightning) Rod emits a dim green light that can function the same way as a candle or a torch, so you can now use that as an extra light source.
Now, at v2.0, Crypt of Medea is more fun than ever to play. - Cheers! :D
Ok... from the feedback I gather that the two parts that folks had the most difficulty with were the issue with the Halflings (and Gnomes too, form my tests yesterday) and the difficulty of the Mutant (and possibly the Jelly?) that you have to fight. So, today I'm working on a couple of fixes for those two issues and if all goes well I'll have Crypt of Medea v2.0 up and ready in no time. :)
Posted by Dissentient at 2008-07-26 20:14:08 Voted 9.25 on 07/26/08
I liked this very much, I didn't have the earplugs though so Medea ended up killing me. But I reloaded and finished it up, so, yay.
What about gnomes? And just a suggestion: You can make a small and medium size versions of the item (I'm assuming it's a weapon). Or you can make it something any size can use, like a staff or short sword.
Posted by Saduj at 2008-07-26 12:53:07 Voted 10.00 on 07/26/08
Posted by ATOM at 2008-07-26 07:05:03 Voted 9.00 on 07/26/08
Great little puzzle filled romp! My only quibble was the mutant creature was nigh on impossible to kill even the right way! You may have playtested this game with a fighter type? My Rogue could not get the DC-26 score needed!Apart from that it was great.(it took me about 20 minutes loading and reloading,then putting the settings on easy,drinking two random potion's I aquired to finally kill it.A lot of people would have given up in half the time. _________________________ Three Headed Troll Art Wurks
It's all set now under the module's description, as well as some other bits of peritent information that I had forgotten to add before. I'm glad you had fun playing the mod, too, ATOM, and thanks Dorrian for your vote!
Posted by ATOM at 2008-07-25 16:41:05 Voted 9.00 on 07/26/08
Good fun! But you may want to let players know that if you play as a halfling or other small race you can complete the game because the metal rod that you have to wield is too large a weapon for said characters to equip! I had to start all over again with a human character! _________________________ Three Headed Troll Art Wurks