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NWN2 ENGLISH MODULES

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Name  The Wizard's Apprentice Chapter II: The Talisman and the Eye
Author  Matthew Rieder
Submitted / Updated  03-16-2012 / 02-16-2013
Category  Single Player
Module Types  Combat, Deathmatch Arenas, Dramatic, Dungeon Adventure, Forest Adventure, Hardcore Rules, Mountain Adventure, Puzzles, Roleplay, Romance, Snowy Adventure, Various Settings
Forum Thread  Link
Scope  Part of Series
Content  Teen
TricksTraps  NA
Roleplay  Medium
HackSlash  Medium
LevelMin  04
LevelMax  12
Gameplay Hours  18
Patch  1.23
NWN2Game  All
Description
CURRENT PATCH VERSION:
v1.44

This is the sequel to The Wizard's Apprentice


FEATURES:
-18 gameplay hours
-Over 90,000 words of dialogue
-Become a 12-level spellcaster
-Epic Landscapes
-Intense Arena combat
-Scores of community-content custom monsters
-Original re-skinned monsters
-Colossal Battles with 50+ combatants
-Swimming!
-Dungeon, Wilderness, City, Ship, Cave settings
-Fully custom music
-Cameo appearances by members of the NWN2 community
-Fully Compatible with Kaedrin's
-Three companions, two of which are romanceable
-Sledding!
-Companion influence system
-Unique and original ways to influence the environment through spellcasting
-BASE jumping!
-Many spellcasting puzzles
-The Arcane Labrynth Minigame
-Dozens... nay SCORES of orcs to incinerate!
-A veritable littany of completely immature potty-humor!
-A few regrettable puns.

INSTALLATION:
1) Unzip the dowloaded archive.
2) You will find 3 folders and 3 files. They should be: The Wizard's Apprentice II, TWA Chapter 2, twa2_hak, twa2_patch, music, and TWAII readme info for players.
3) The Wizard's Apprentice II is the campaign folder. Place it in MyDocuments -> Neverwinter Nights 2 -> Campaigns.
4) TWA Chapter 2 is the module folder. Place it in MyDocuments -> Neverwinter Nights 2 -> modules.
5) twa2_hak and twa2_patch are both hak files. Place them in MyDocuments -> Neverwinter Nights 2 -> hak.
6) music is the folder containing all the custom music for the campaign. Copy the contents of the music folder into MyDocuments -> Neverwinter Nights 2 -> music.
7) TWAII readme is a text document with the basic information for The Wizard's Apprentice Chapter II.
8) Install most recent patch by deleting the file twa2_patch that comes with the main download and replacing with the most recent patch in your MyDocuments -> Neverwinter Nights 2 -> hak.


RECOMMENDED CLASSES:

This campaign was created with wizards in mind, however you may use sorcerers and bards may also work. Multi-classing will also work and there are a few items which a
Spellsword or Eldrich Knight may find useful.


THIS IS A SEQUEL:

This is a sequel to The Wizard's Apprentice. If you have not played The Wizard's Apprentice, I recommend that you do so before starting The Wizard's Apprentice Chapter II.

The Wizard's Apprentice Page

CHARACTER SELECTION:
It is ideal that you still have your character that you exported at the end of the first chapter. I recognize that this was some time ago, so there is an option in the game lobby to level a new character up to the appropriate level. You also will receive some important items from the first chapter to bring along for the second. If you do have to level up your character, it is important that you put the scrolls provided in your spellbook, or you may find the first few areas more difficulty than they are intended to be.

LEVELING:

The starting level is intended at midway through level 4. If you complete all quests and maximize your experience points, you will end at level 12. It is possible that if you do not completely explore all areas and complete all siedquests you will end at level 11.

DIFFICULTY SETTINGS:

I received many comments that The Wizard's Apprentice Chapter I was too difficult. I have tried to remedy this by providing companions and ample items to assist you in your quests. I recommend that players who are not confident in their wizarding abilities or who have little experience with playing a spellcasting class should play on easy or normal setting. More experienced players will probably find Hardcore setting more challenging and fun. During development, I balanced combat to be challenging on Hardcore settings, so if you find normal settings to be too easy, you may consider changing them.

TACTICS:

I have set up terrain and encounters so that tactics can make battles much easier. Spellcasters have access to spells which allow them to move unseen and approach enemies without their knowledge. Use these abilities as well as the terrain and anything you find in your environment to your advantage. Some battles may be very difficult to win if you do not use good tactics. A clever wizard always looks for an easier way to win a battle. There are several instances where there are assets that a clever wizard could use to his or her advantage. Of course there is always the hard way for you fireball-slingers out there.


ENVIRONMENTAL INTERACTION

I have taken great pains to make the environment more interactive. You will interact with your environment in ways you never have in NWN2. Pay close attention and you will find some pleasant and and very useful surprises.

**NOTE** Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm will not damage placeables and will not work with the environmental objects the way other spells will. This is due to the way the spells were scripted, which is very complex and I decided it was too dangerous to modify the script as it could create bizarre bugs.

SPELL TARGETING

You can target a spell at your currently selected target only if your currently selected target is a creature, but not if it an inanimate object like a rock or a tree. To target a spell at an inanimate object you must select the spell first, then cast it at the object.

LOOT

Due to the nature of the plot, there will be times when you find an overwhelming amount of loot and other times in which it is more scarce. I recommend you hoarde your treasures for later use. Careful adventurers will find items to assist in carrying their treasures.

GRAPHICS SETTINGS:

There are two very large battles. If your machine bogs down during these battles, return to a prior save game and change your game settings to reduce the load on your processor. I recommend turning off all shadows, reducing textures, and reducing screen resolution. This should only be necessary for these two battles, if at all.


MAGIC USE:

I have developed several systems to make magic have a wider use:

-All conversation triggers take into account whether or not you are invisible or hidden. IF you are invisible you can usually choose to pass by, have the conversation, or attack with the advantage of surprise. There are a few plot-vital conversations which you will not be able to dodge this way, but there aren't many. With that said, invisibility is a very powerful spell in this module.

- Look for objects that are useable and on fire. You can cast grease on them for a minor fireball effect.

-Charm person, charm monster, dominate person will be useable in many conversations and will give you different outcomes. Try and have some of these scrolls on hand or spells memorized for use in conversations.

- If you dominate or charm an opponent, you can talk to them and get information from them. I recommend you try this if you like roleplay as it deepens your understanding of the plot. It will also reveal map points and give extra XP.

- There are puzzles and little extra tidbits that can be solved by magic. Be creative with your spell use and you should have some fun.

- Clairvoyance/Clairaudience has widended utility. It can be cast to give you very valuable insight into the area around you and on specific plot related things as well. If you prefer to play a school that is in opposition to divination, you can still acquire an item that allows you to cast the spell.

PLOT AND ROLEPLAY:

I have spent a lot of time going heavier on roleplay and plot for TWA2. There dozens of books, points of intest, and notes which will deepen your understanding of the plot. There are also lots of placeables to look at and read about which will deepen the plot for you.

AREA EXPLORATION:

I have included secrets and other points of interest in many of the areas. Some of them pertain to side-quests and some of them are just for fun. Dilligent explorers will be rewarded with experience points and loot. It is not necessary to explore every bit of every mat to successfully complete the game, however.

CRAFTING:

As with The Wizard's Apprentice Chapter I, there is minor crafting in Chapter II as long as you kept the components you found in Chapter I. If you are starting a new character, you will be provided with an appropriate set of components.


COMPANIONS:

There are three main companions that you will travel with throughout your journey and 8 minor companions that will accompany you on only a few quests. Try to keep them alive. They have important things to say. There are plenty of raise dead scrolls, so if a companion goes down, revive him, her, or it (you'll see) before moving on or you will miss content. How you treat your main companions influences their reputation toward you. Earning the loyalty of your companions will provide rewards and additional experience points along the course of your adventures.

Two companions are fully romanceable with conventional gender restrictions. Romance options in dialogue will be marked with lavender text. There is also a separate friendship reputation system. Romance and friendship will be tracked separately, therefore you can have a more dynamic relationship with your compaions. Romancing options are for roleplay purposes and will have little impact on other areas of gameplay other than dialogue. Reputation, however can bestow benefits. If you reach certain levels of reputation with your companions they may teach you additional skills or bestow useful gifts upon you.

WORLD MAP/AREA TRANSITIONING:

There isn't one, however after certain quests, you will be given the option to return to certain central areas to speed travel. I do not recommend that you take these options too frequently as you will probably miss content. However, if you are on your second or third play-through, if you are in a hurry, or if you grow impatient with the great distances of the northern wastelands, you may use these options for your comfort and convenience.

DEATH:

If you die, you say something clever, then fall to the ground. No respawn. If your companions are still alive, they can use a raise dead scroll on you or cast raise dead, if you all die, game over. Save a lot and be very cautious. Always have a final trick up your sleeve for sticky situations.

There are situations in which characters or companions will be spontaneously resurrected. This is to allow plot-critical conversations or important content to be experienced.

**NOTE: In some rare instances, the death screen may appear even though you still have party members alive. I have tried to correct this, but suspect it may still occur due to some unknown reason. If this happens, press ESC, then save your game under a new name (do not save over an old game, just in case) and then reload to that game. That will get rid of the death screen and allow you to continue adventuring.

SKILLS:

I recommend you max out your wizarding skills for maximum enjoyment. Also add in some conversation skills as much as possible for additional conversation options. Survival, spot, and listen skills are also important.

RESTING:

Your ability to rest in the wilderness without interruption is based on the highest survival skill in your party, so your character does not need to have a high survival skill, but one character in the party should. Resting in other areas is fairly intuitive with appropriate restrictions applied. Careful explorers will find safe havens to rest and refresh their spells in. There are also items that can refresh your spells withou resting, if you find them.

ROLEPLAY CHOICES:

Fighting is not always the best option. If you fight with everyone you meet, you will miss out on some very interesting and useful items. If you are carful with your decisions, you may find allies in unexpected places as well.

FOG OF WAR:

You have the option of using the fog of war in TWA2. Fog of war will black out any area of the map that has not yet been explored. TWA2 was made with fog of war in mind and the first part, where you have no map, will only make sense if you have fog of war installed. However, if you don't like it, you don't have to use it. Simply install the no_fow_twa2_hak instead of the standard one and you will have no fog of war.

FEEDBACK:

The Wizard's Apprentice Chapter II was a monumental effort that took well over one thousand hours of work. If you enjoyed it, please provide positive feedback. It was the positive feedback from The Wizard's Apprentice Chapter I that made it possible for me to finish this sequel. I have the third and final chapter planned and your feedback will help a great deal with my ability to finish it.

You can discuss the module and ask for help on the Bioware Social Forum Discussion Boards
CUSTOM CONTENT:

RWS Swimming
RWS Pocket Ship Interiors
RWS Grand Citadel
RWS Pocket Cathedral
RWS creatures
Zarathustra217 - Walkmesh helpers
Arpharazon - Arpharazon's Custom Creature Conversion Project
Lance Botelle :henchman crash fix, Fog of War,(Althéa Blog:��http://worldofalthea.blogspot.com/�� (Althéa Campaign Blog.)��)
black skydome
Eguintir Eligard - ice elemental skin and playtesting
ArtemisJ - Toril Globe VFX
Zpirit - zpirit's mushroom pack
MSpytkowski - EOC new speed trees.
botumys - botu_waterfall
Evil Edison - Evil Edison's Hill Giants and Gray Render
Pain's Monster Pack
VPJ - tridents pack
Dann J - Dragon breath and scripts
jestemwlodzimierz - mutant model
Hellfire - Skyring Placeables

CUSTOM MUSIC:

All of the music in The Wizard's Apprentice Chapter II is custom.

MUSIC CREDITS:
The Final Battle - Alexandre Guiraud Wizart
Blade of Blood - Alexandre Guiraud Wizart
Fairy Tale - Alexandre Guiraud Wizart
Irish Dance - Alexandre Guiraud Wizart
Chevalier - Alexandre Guiraud Wizart
An Hero is Born - Alexandre Guiraud Wizart
Titan - Alexandre Guiraud Wizart

Harp and Cello Fantasy No. 1 - Pal Zoltan Illes
Winter's Teeth - Pal Zoltan Illes
Bad Foresense - Pal Zoltan Illes
Tainted Vision - Pal Zoltan Illes
Solitude - Pal Zoltan Illes

Gremlins - Pierre Langer
South Sea - Pierre Langer
Pirate's Nest - Pierre Langer, Scott P. Schreer

Hidden Cove - Celestial Aeon Project
Dire News - Celestial Aeon Project
Stranger - Celestial Aeon Project
The Old Wizard - Celestial Aeon Project
Suspicion - Celestial Aeon Project
Far Away - Celestial Aeon Project
Breaking the Siege - Celestial Aeon Project
Challenge - Celestial Aeon Project
Threshold - Celestial Aeon Project
The Ancients - Celestial Aeon Project
Burn Them Down - Celestial Aeon Project
Hope for Rebirth - Celestial Aeon Project

Brooding - Patric James Slattery
Blood Deep - Patric James Slattery
Eerie Angel - Patric James Slattery

Mysterious Surroundings - Andrew Yurievich Oudot

Fangs - Tilman Sillescu,Chris William Woods, Scott P. Schreer
Holy Secrets - Tilman Sillescu

THANKS TO:

PJ156 for morale support, creative guidance, and a heroic amount of playtesting
Arkalezth, Alupinu, Eguintir Eligard, RJ Shae for excellent playtesting support
Knightmare, KaldorSilverwand, PainOfDungeonEternal, KevL, MasterChanger, Dann J - for answering many scripting and toolset question.


KNOWN BUGS:
These are bugs that have been reported and that I have been unable to reproduce, and therefore have not been able to fix. However, there are functions I have put in the game that can get you going again. They are as follows:

**SPOILIER WARNING**

I) There is one bug that a few people get after killing the arctic fell troll. A conversation is not firing and you will find yourself stuck in the cave. If this happens, do thi following:

1)Posess your character
2)Right-click your character
3)Open the console with the ` button
4)Type debugmode 1
5)Type rs debug_start_convo(2027_killed_arct_fell_troll)
6)Type debugmode 0 to turn off debug mode
7) Press the ` key to exit the console.
This should start a convo to get you going. If not, then type:

rs debug_start_convo(2027_resting_in_cave)


II) Some players have reported that the conversation with the devil doesn't start when you release it. I have been unable to reproduce this bug. Here is a solution:

1)Posess your character
2)Right-click your character
3)Open the console with the ` button
4)Type debugmode 1
5)Type rs debug_start_convo(2021_veloraxanath)
6)Type debugmode 0 to turn off debug mode
7) Press the ` key to exit the console.


III) One player reported that they are in the slaver ship and nothing is happening. If this happens to you:

1)Posess your character
2)Right-click your character
3)Open the console with the ` button
4)Type debugmode 1
5)Type rs debug_start_convo(2015_slaver_ambush)
6)Type debugmode 0 to turn off debug mode
7) Press the ` key to exit the console.


PATCH BUG FIXES:
Patch 1.1 fixes
-In the conversation with the devil veloraxinath, there was a mis-assigned node which could have caused bugs.

Patch 1.2 fixes
-Burlak fellaxe used to talk about finishing with barricades while in your party, now he says something more appropriate.
-If you missed the trigger for the convo before entering dragon's lair, sometimes the convo would fire on the way back out which was odd. Now the trigger is deleted in the convo where you meet the dragon.
-In eguintir eligard's convo about the familiar, made each node to give him an egg contain the name of what egg you were giving him.
-You could ask Heldag Lyngstad at the blacksmith about a ship even after you had been to the ship. This has been fixed.
-Beldarnak could not be leveled up as a barbarian, now he can.
-Fixed bug where sometimes the devil in the first dungeon would not start a convo with you when released.
-Attempted to fix bug where the arctic fell troll convo wouldn't fire after you killed it.
-Fixed a bug that allowed you to notice the ancient door in the cave without activating the dialogue options for the barbarians in the barbarian camp. Now it automatically activates the dialogue options without you having to click on the door.

Patch 1.3 fixes
-In some cases, if you failed your diplomacy check in the conversation after killing the Arctic Fell Troll, the conversation would break. Fixed this.
-In some cases if you used charm monster or dominate person scrolls in conversations, the scrolls were not consumed. This has been fixed.
-If you dominated the Weapon Master in the tower, every time you talked to her, you lost a dominate person scroll. This has been fixed.
-You could break the plot by using the rod of teleportation to teleport from the lower balcony of the tower of the dark seeker to the courtyard. Now you cannot.
-Added code to make sure the whole party is resurrected after encounter with slavers in area 205 so that the conversation fires properly.
-Added autosave after tournament.
-If you did not pick up the golem parts in the tower of the dark seeker, when the wizard Adolphus Findlepockets gives you the golem, it wan't leveled up. Now it is.

Patch 1.4 fixes
-You could break the plot by teleporting past a certain boulder in a certain cave. Now you cannot.

Patch 1.41 fixes
-If your inventory was full in the final battle, some items from the final boss were dropped on the ground and could not be recovered. Now if this happens, they are given to you in the final lobby area for export.

Patch 1.42 fixes
-If you reached level 13, the staff "The Winding River" or the dagger "The Winding River" did not operate properly. This has been fixed.
-The notes on the unfinished golem indicated a recipe for completing the golem. The instructions were misleading and had nothing to do with creating the golem. This was because during development I changed my mind about how you got the golem and forgot to change the notes in the notebook. It has been fixed now.

Patch 1.43 fixes
-The spellgem is a spell sequencer that you received in the tower for releasing the creatures Nardul and Facade. The spell sequencer never worked very well and would not accept certain spells. This patch removes it because it does not work.

Patch 1.44 fixes
-In the last patch, I removed the spellgem but some players mentioned that they liked it, so I put it back in.

Files

NameTypeSizeDownloads
TWA_Chapter_2_for_mac_no_hak.zipTWA_Chapter_2_for_mac_no_hak.zip
Submitted: 03-16-2012 / Last Updated:
zip--369
No- Hak Mac version. Only use this version if you have a Mac and the game crashes to desktop on loading. Warning, some unusual bugs have been reported with this version, but the game is playable and you should be able to complete it. External Website Beyond Our Control
no_fow_twa2_hak.7zno_fow_twa2_hak.7z
Submitted: 03-16-2012 / Last Updated: 04-24-2012
7z98.8Mb391
This is a version of the file twa2_hak.hak which does not have the fog of war included. Use this version if you want to play without fog of war. Warning, there will be odd parts of the map and some plot inconsitencies if you play without fog of war.
twa2_patch.haktwa2_patch.hak
Submitted: 03-16-2012 / Last Updated: 04-18-2012
hak1.8Mb2341
Patch v1.44 - Current as of 4/18/2012
Plot_Hints.rtfPlot_Hints.rtf
Submitted: 03-16-2012 / Last Updated: 04-16-2012
rtf1.54Kb1163
***SPOILER WARNING*** Some common plot questions answered.
TheWizards_Apprentice_Chapter_II_v_1_0.zipTheWizards_Apprentice_Chapter_II_v_1_0.zip
Submitted: 03-16-2012 / Last Updated: 03-17-2012
zip438.9Mb2996
--
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SCREENS

Blow up your enemies!


Blow up ships!


Do what it takes to survive in the icy Northern wilderness in The Wizard's Apprentice Chapter II!


Play the Arcane Labrynth Minigame!


Arena combat! Vanquish your foes.


Large scale battles!


Discover ancient secrets.


Witness powerful arcane phenomena.


Unravel arcane puzzles.


Escape from an evil fortress.


Welcome to The Wizard's Apprentice Chapter II: The Talisman and the Eye.





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Comments (330):

  1  2  3  4  5  6 .. 11 Next>

Posted by Lord of the Pings at 2013-04-21 13:58:45    Voted 10.00 on 04/21/13
yeah !







l
_________________________





Goods news everyone! A new module has been released:

The Baron in The Hole: ==> Link <==

You are a beer baron who must deliver beer to the clients of your lord and master. For years, your life has been boring and without action but today...that would change forever. Go forth Beer Baron and meet your destiny!

It's a sequel to The Great Escape pack. Beyond The Pale 2 is still in the making.

More explict than ever before.


Posted by Dragonage99 at 2013-04-16 11:05:24    Voted 10.00 on 04/16/13
Spectacular landscape and very interesting combat

Posted by szpadyzorek10 at 2013-04-09 03:55:45    
Can't download a patch. :(

Posted by ahbvrh at 2013-04-01 08:47:32    Voted 9.75 on 04/01/13
Amazing Module . Wish we will see Chapter 3

Posted by DaveFritz at 2013-03-31 04:50:40    
He hasn't posted in the development log for 9 months either. I'd assume something is going on in RL for him and we shouldn't expect anything soon. Sadly, this happens, especially with really ambitious projects. RL intervenes.

If this is the case, thanks for what we have, Matthew, and best of luck.

Posted by Nightmare7 at 2013-03-22 20:25:33    
Dont know why, theres probably a good reason but Mathew seem to not be responding anymore. Its a shame really because with chapter 1 had a great time, and was starting to really enjoy chapter 2, like Gundamn said not being able to continue renders this less than fun!

Posted by GundamRangerX at 2013-03-17 07:16:33    Voted 3.00 on 03/17/13
I am thoroughly disappointed in this module. The difficulty of combat is too high compared to chapter 1. This is compounded by the fact that you cannot rest between fights.

There is a fine line between challenging and rewarding, and too hard to be fun. Sadly this one falls in the not fun category.

Posted by Ivor at 2013-03-10 07:48:57    Voted 10.00 on 03/10/13
Just finished playing this amazing module with wonderful areas and nice plot. Hope we'll be able to see the continuation of this story.

Posted by Nightmare7 at 2013-03-07 22:48:52    
Still cant get past the seekers tower, I was able to get the two weapons and plunge them into my heart, but then I'm stuck in the upper tower with nothing to do and no way till leave until the seeker shows up and blasts me to death. I keep thinking maybe its me, maybe I missed something. I have restarted 10 times, last time I boosted my wizard to level 10 and still end up the same way. I'm not getting any response hewre, its very frustrating. I will check back every now and then but Most likely will just give up and throw the whole thing away. Although I enjoyed part 1 and I really like what I have seen so far here, I cant reccomend it. I'm wondering how people got past the seekers tower.

Posted by grassBlade at 2013-02-26 11:30:15    
Sorry, too frustrating. The animated 'hideous' skeleton script fired only once in 3 attempts (so he unsummoned before I could go upstairs) and the mephits refuse to see me as the 'boss'. Between all of the aforementioned problems, I think I'll wait until there's a new version (if one comes).
And, if there is a new version, perhaps rods of resurrection & animation (or an electric jolt ala frankenstein) instead of having wizards cast divine spells?
_________________________
Where the World Once Stood
the blades of grass
cut me still

Posted by grassBlade at 2013-02-25 15:25:26    
I thank you Dave :) (I've killed the barred spider many a time; just kept thinking it was to be used as a distraction because of the feeding sign.
Usually, I do take it very slow...however, the frustration and non-d&d aspects (wizard using divine scroll) got the better of me.
_________________________
Where the World Once Stood
the blades of grass
cut me still

Posted by DaveFritz at 2013-02-25 15:07:30    
@grassBlade,
Some hints:
Take it slow. Save a lot so you can go back if your first idea doesn't work out. Try to explore as much as you can with minimal combat for starters. Then tackle the tougher bits. Consult your journal often. Be very careful with resting and the spell restoration potions - if your buffs, etc are still good tryto get a few more baddies. Use the equipment you find to get as effective as possible.


** SPOILERS **





The big spider is not one of the distractions to be sent upstairs. I killed it (took several tries to figure out how) after disposing of the first two guards.
Leave the door with the heads to be the last major part of that section you will do. The demon is bugged (see earlier posts) so all you have to do is talk to it. It will provide you with the rest of the way to get upstairs.

Posted by grassBlade at 2013-02-25 13:38:48    
Beginning to think it's not me...got killed by the 1st 2 mephits, had Blaed enter the next room, made a deal with the devil, killed some more mephits & elementals, then raised my character (because Baed had no spells with which to break the stones). After breaking the stones, no devil, no experience.

Also, re Zamwhomever: if it is part of the diversionary tactics, why is it allowed to be hostile?

If the key is needed to go upstairs, why isn't the devil the first encounter? (first attempt at a playthrough, I killed everything that didn't go upstairs immediately.)
_________________________
Where the World Once Stood
the blades of grass
cut me still

Posted by grassBlade at 2013-02-25 13:13:33    
Evidently, it must be me. in 9 of 10 tries, the fire mephits insist I am not the boss and attack (4,6,3 notwithstanding)
_________________________
Where the World Once Stood
the blades of grass
cut me still

Posted by grassBlade at 2013-02-24 17:20:40    
Ok, perhaps I'm closer to dementia than I'd like to admit. However, how am I supposed to get the spider to go upstairs? If I open the livestock door first, they're gone before I can Zamwhoever to get there. If I open Zam's door, I die. If I try to close the livestock gate before they escape upstairs, I can't (pudgy, slow fingers or mouse).
So, is my idea of getting both upstairs a silly one, or what? And, how much time do I actually have to bring the frankenstein upstairs?
Is it really me? Or, should I be going to bioware social for the appropriate sequence of things?

I did love Apprentice I, btw
_________________________
Where the World Once Stood
the blades of grass
cut me still

Posted by Melian89 at 2013-02-22 01:44:40    Voted 9.75 on 02/22/13
Finished the module (managed to bypass the bug thanks to an earlier save) and I must say I'm so pleased! What a great module! Glorious storyline, excellent characters- I really look forward to seeing chapter 3 of the story! Thank you so much for making this epic piece for us!

Posted by Nightmare7 at 2013-02-20 20:37:21    
I loved chapter 1 ecept for the lack of journal entrie, and although this one has proven verry difficult, a real challenge, once I get to the top of the seekers tower, I open the chest with my stuff and the seeker appears and kills me. No if, ands or buts, dont even get a chance to try, game just tells me I ran out of time. Was a great disappointment for me. I even tried boosting my mage and the barbarian to level 6 and starting over, same thing.While I enjoy a challenge, I like to have a chance.

Posted by Melian89 at 2013-02-19 23:08:26    Voted 9.75 on 02/22/13
Hi!

Lovely module, really loving it!
Have a small problem, though:

---Spoiler----


Am at Elkdancer Camp. Went first to the Slaver Ship, it sunk and I swam to the cave. Found the locked door, left the cave. Went to the mountains, defeated the ambush. But now my questlog says that my only option is to go by boat... Despite the fact that I had already gone through with that part. So: What do I do?



---- End Spoiler----

//Melian

Posted by gumbee42 at 2013-02-06 19:19:30    

Spoilers
I figured out the key. Who knew I was supposed to 'use' the key. The keys used towork with just clicking. sigh....

I finished and want to echo some of the comments made.

it was fun to be a mage. Most mods are so pro-fighter and anti mage, that is not fun.

I really appreciate including casting charms in the conversations. Awesome!

For that small cave, only reduce person works, not mass reduce person or polymorph (which should also be an option.

I disagree that there are too many 'refresh spells' potions. Now mages have an equal chance against fighters. How can a fighter go at it from dawn to dusk with fatigue, but a mage is useless once his daily allotment is gone.

I am really looking to the next episode. I am on a replay now, getting some of the things I missed.

Posted by gumbee42 at 2013-02-02 13:25:44    
awesome mod.

Spoiler,
i am stuck. It says I need the childs key, but I thought I had that. The child's spirit is gone. I even tried the debug idea on the site (212_childs_key), but that did nothing.

Posted by Inu at 2013-01-31 02:54:23    
Hey Matthew , i just wanted to let you know that for some reason the download link for v1.44 twa2_patch.hak doesn't seem to work. It just load a new page with gibberish.Though i guess its fine i will just use the hak in the TheWizards_Apprentice_Chapter_II_v_1_0.zip.

Posted by Xlr8r at 2013-01-25 11:04:43    
Hi, Really enjoying these Mods but I have a small problem with Chapter II. I have completed all the areas in the wilderness and have clicked on the ancient door and had the text script run suggesting I head back to the barbarian camp and ask about if anyone knows anything about the doors. I have done this and I get the maybe when Raven gets back reply. I have read through threads below and see that there is supposed to be a battle at the camp but its just not happening for me. I have waited for days and nothing happens, left gone everywhere else and come back and still no battle. Also my female Elkdancer companion has now vanished from beside my tent, this I think is my fault as I may have tried adding her to my party in desperation when nothing was happening. Is there any fix I can do to get the mod running again? Cheers, Ivan.

Posted by Chris66 at 2013-01-24 14:23:13    Voted 9.00 on 01/24/13
It's a really good scenario but right now I'm stuck on smokey island. The sahuagins never show up even after the dialog goes on normally. If I cast the light spell on the cooking pot I got the 3sahuagins are blinded" message but there is no sahuagins and no way to leave the island.
Also I did not meet any giants at the giant camp... just walk to the chest and grab the gold and blue diamand.
Beside that I have a few critics for improvement, similar to what was already posted: Most of the fights after exiting the tower are too easy and there is way too many spell restore potion (I have around 30 by now) not including the ring that restore spell twice a day and the spell gem. You should emobve the ring or make it weaker (maybe gives a metamagic feat) and limit the resoire potion to an handfull. on the other hand, you could make the loot more diverse (wand, rings, bracers...).

The first big battle with the attack of the camp was way to easy with a total massacre of the enemy without even going to melee. The attack should start closer to the entrance of the camp with the enemy more dispersed (specially the magicians who should also have all their protection spell on, including invisibility before showing up). Also there should be more than one access to the camp, its not a fortress. You could also add some scouts like rogues or ranger showing to attck from behind once the fight start or some "rope" to allow the enemy fighters to climb. The ropes could of course be destroyed by spell (flare...). The enemy fighters should have some throwing axes or javelin to be more useful when not in melee.
There should be no delay in between both waves: the human commander is not supposed to be that stupid. Running toward enemies equipped with bows and having a upper position still sounds dumb, so it wouldbe great if they had some concealment like a kind of magic fog effect to look more impressive. Note that I really like the story but would like to have it turning even better.
Well, right now I still want to get out of smokey island...

Posted by DaveFritz at 2013-01-22 10:24:58    
Ditto that. Gratz, MR.

Posted by PJ156 at 2013-01-21 14:09:10    Voted 10.00
Congratulations M.R. a well deserved HoF.

PJ

Posted by DaveFritz at 2013-01-13 07:12:57    
Hi, Matt,
I've begun this mod, after replaying WA1. I'm kind of behind on SP mods as I've been spending a LOT of time on Permanent Worlds.

I have a question on the board for WA1. If you could help me there, I'll restart this one, after recompleting my replay ;-) . Thanks in advance.

Cheers,
Dave

Posted by Rosie at 2013-01-10 05:22:59    Voted 9.75 on 01/10/13
Outrageously good mod, thankyou so much for the experience :) I LOVED that I actually had to put some thought into what spells I learned, because anything could end up being useful. Normally, it's a no-brainer - basically all offensive spells with stoneskin, mirror image and a couple of summons if I'm lacking companions. But in your wonderful mod, I had the hitherto somewhat useless clairvoyance spell as a staple in my magic arsenal, along with charm/dominate and polymorph! What a fantastic implementation of spells in conversation, and also the skill checks - spellcraft, lore, alchemy. My character really felt like a wizard throughout, and that's just outstanding. Dialogue was very well written, quests were interesting and the custom items, particularly those that could be made from sylph droppings, were excellent :)

Criticisms:

1. Combat felt a bit easy with the number of 'restore magic' potions available. When I first started finding them, I assumed they'd be quite rare so I treated them as a precious resource, which felt good in terms of gameplay - it forced me to strategise and use my spells wisely, while still knowing I had a 'get out of jail' card if things got too tricky. But once I realised that a) the potions were in plentiful supply and b) I had tons of cash to buy more should I ever run out (I didn't) then strategy kind of went out the window - I just unloaded all my combat spells and then chugged a potion. Yes, I should have had the willpower to resist :p but perhaps making the potions either less common or more expensive would encourage players like me to be more, er, restrained, heh.

2. Loot. Lots of it, maybe a little too much? Don't get me wrong I love stuff, particularly custom items (and you really shine at making these). To be honest, I could happily have done without the various generic +1 or whatever items we found and still have been thrilled with only the custom goods. As it is, I had a nearly full bag of holding by the end of the game and was rich enough to retire with my lovely Barbarian boyfriend ;)

3. Lovely Barbarian boyfriend. I really don't feel like I know much about him yet, unlike the cleric. Well done on your characters, by the way, you are very good at writing them. To be honest, it's less of a criticism at this point than an expression of hope that we will learn more of his story in Wizard's Apprentice 3.

4. Camera - this was actually the only thing that caused me any annoyance. In some interior areas, especially the tower, I really struggled to find an angle that would allow my party to move and me to see them. I really had to zoom all the way in sometimes which made it a bit of a pain to move them about.

Wow, it looks from that lot as though my criticism outweighs my enjoyment of your wonderful work! I assure you this is not so, which I hope is reflected by my score. Thanks again for what must have been a huge effort, I am very much looking forward to the conclusion of my wizard's story :)

Posted by Rosie at 2013-01-05 11:29:26    Voted 9.75 on 01/10/13
Nevermind, I spawned the key I needed, and found .. someone .. to help me with the shrine :)

Posted by Rosie at 2013-01-05 03:13:40    Voted 9.75 on 01/10/13
Hello there

Loving this adventure so far! Think I've hit a snag, though (spoilers follow).

I got as far as killing the Dark Cleric in the shrine, then remembered I hadn't picked up the power crystal from down in the Halls of Training. So off I went, picked up the crystal, and now I can't get back to the tower. The big door is locked and I no longer have the key (didn't get rid of it, was it a one-use only thing?). Is there another way, or do I need to use the Debug console? If so, how do I go about giving myself the key?

Also, I'm assuming I need an Alignment spell to destroy the evil shrine. Is there a scroll anywhere, or am I out of luck since I don't have that spell?

Thanks in advance :)

Posted by M. Rieder at 2013-01-04 11:43:05    
After the battle on the boat, you should have swum to a cave entrance. In that cave was an ancient door. I think you may have forgotten to click on the door and that may be what is slowing you down.

Let me know if this is not the case. I apologize for my late reply.
_________________________
The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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