N.B. You will also need the hakpaks and CEP version 2.3 listed under "Related Projects" to play.
On the seas of dust and silence, where dreams and memories entwine, therein the halls of wordless voices does Fate reveal her grand design. But those who see it cannot speak, and those who speak can never see, and to the doors of human hearts the hand of wisdom holds no key. So rise the armies of emotion, and all our histories rearrange. From northern skies a cloud approaches, aloft upon the winds of change.
This is the third module in the Prophet series, continuing where chapter 1 left off. You will begin the module on the elven skyship, flying to the desert city of Hierathanum. There, you will meet the mysterious Dream Weavers, who will reveal to you your dark destiny.
Version 1.0
NOTE: This module, unlike the prologue and chapter 1, requires CEP-2.3. It should be played in Hardcore difficulty or higher.
Category | Dramatic |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | The Runelands (custom world) |
Gameplay Length | 10-20 hours. |
Number Players | Recommended as multi-player, but can be played solo as well. |
Language | English |
Level Range | You should play with the character(s) that finished Chapter 1 |
Races | All |
Tricks & Traps | Light |
Roleplay | Heavy |
Hack & Slash | Light |
Classes | All. |
Scope | Large |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 12 |
Max # Players | 05 |
Min # Players | 01 |
Min Character Level | 07 |
Content Rating | Teen |
Alignments | All, but emphasis on non-evil |
Gameplay Hours | 15 |
Attachment | Size |
---|---|
![]() | 7.49 MB |
![]() | 1.52 MB |
![]() | 69.68 KB |
Mysteries of Westgate |
95% |
Dark Avenger Chapter 2 |
90% |
Icewind Dale NWN2 |
98% |
Winds of Change |
77.5% |
16 Cygni |
94% |
B2: Keep on the Borderlands (NWN2 edition) |
77% |
JEGs Training module |
100% |
Live Forever |
78.9% |
FRW Character Creator |
98.3% |
Planescape: The Shaper of Dreams |
94.3% |
I don't know why but I cannot play this module. I have installed CEP 2.6 and I have all the Hak and music. The prologue and chapter I worked without problem.
The game freeze during the loading module screen. My log file contains no error because the game just crash.
Any idea? Thanks a lot! I just love the chapter I!
Ps: sorry if my english isn't perfect, I usually use french.
Oh, btw, I have the same problem with chapter 3.
You need CEP 2.3, although I thought CEP 2.6 was backwards compatiable, it very well may not be in this case.
FP!
Thanks for your answer. I finally just got it. (2 minutes after my post, but I was trying since 2 hours to make it works). Finally, I use the "English 1.69 Critical rebuild for game with both expansions only" and everything is fine. Thanks for your time. I will hope that my problem helps futur players. It's a great module.
Having unwittingly become the center of an ancient prophecy, and dubbed the unmaker who will bring about the Century of Sorrow that leads to the end of the world, the PC sets off for the desert city of Hierathanum. There, you hope to meet with the Dreamweavers, a group of mysterious dreamers who, like you, are gifted with The Sight. With their guidance, you hope to learn more of your powers, and hopefully find a way to avoid bringing about the end of times.
Chapter I of the Prophet featured a vast journey with incredible twists and turns, and featured powerfully-written NPC companions who were integral to the plot. Therefore, it was with some excitement that I launched the next chapter. It was a well-polished module, with strong writing, good technical skill, and a bare minimum of typos, small bugs, etc. Area design was about as good as it gets in NWN1, with creative skillful use of custom spectacular custom content. The "Mountains" tileset has never been used so well as in this series, and I loved many of the other innovative ideas he used.
Combat remained interesting, with damage absorption continuing to play a big role in the success of my character. This was also true of the NPC's, and therefore required me to do whatever I could to make use of sneak attack damage to avoid lengthy battles of attrition. While I started the module trying to "tank" with my rogue/ranger, I did find it necessary to reverse things and let my ranger companion be the primary melee character with the majority of the good damage-absorption equipment. This meant my character wasn't as well equipped, but it made sense to keep the enemies on him: he had more HP, and if the foes were targeting him then I could sneak attack them.
That all said, I found the module's story to be a bit disappointing. The first half of the module established the setting and flavor of Hierathanum, but ended up largely just being a blockade to the character's progress in the story. The elements of the main plot that were present were largely just a rehash of the events of th first module, which seemed overdone. And when the story did progress...well, it was on rails. One's choices did not matter. .... I fully realize that this is kind of the point of the module--it's about a prophecy, after all--and is what puts the PC in the center of the story's challenge. But for some reason, it still just didn't ring true the way the same kinds of themes did in the first module.
In any case, it certainly serves the purpose of setting up the final chapter of the trilogy. I had a fun time playing in the author's world once again, and I'm excited to see how my character will work his way out of this situation...if he is even able to do so. The module ends on a dark note, and it's hard to imagine what can be done amid all of the hopelessness. Here's hoping for an epic solution in chapter III!
Fix the scepter level requirement. It needs level 21 ffs. I won't be playing this mod again, but i feel sorry for the unlucky sods who might. But i recommend not to play it. There are better modules people can spend time on.
Just turn the item restrictions off.
We solved that another way, but our save in coop was corrupted right at the end of the third module (due to some issue with the "prophet" character), it was impossible to load it, no to mention other bugs and annoyances through out the module. And the second half of chapter 3 felt like a f-n chore to me. In the end we just wasted time without seeng a conclusion to the story. Not sure why this is such a highly rated module, even the story wasn't that interesting, but whatever.
You've played with this module in multiplayer? Maybe that's the problem.. I don't think modules such as this one are really fitting for mp. I'm still wondering why Baldecaran put the possibility in the first place.. And if you've been through all the story and you think is still a bullshit, than maybe you should consider the fact that fantasy isn't really your kind.. Maybe you're more up for games as GTA or the like.
In spite of bug with Scepter, i'm highly recommend this module for playing in co-op. Strong storyline, a lot of puzzles with original solutions. Your companions also have a different topics for second (third etc) player in party.
For example my friend discussed with our companions some details about my (prophet) past.
How are you supposed to destroy the Penteract? I continually strike at it with the Scepter of Lor and do lots of damage but it keeps reforming itself. Is this a bug that prevents the story line from moving on or do you have keep striking it until you've done 10,000 points of damage before anything happens?
Thanks in advance for any advice!
seekwhence
A few notes . . .
This series of modules (up through chapters 1 and 2) is phenomenal. The artwork, music, and storytelling all mesh to form what i can only call a work of art. It compares favorably with the NWN OC. A few things which deserve special mention:
I signed up for two reasons. First was to give praise above. The second is to ask for help! I am under the Pit of Souls, and I -- can't -- find -- the Temple of Earth. I suspect it's that isolated area past the broken bridge, but cannot get over there. Anyone with some insight, don't be shy!
Just asking the obvious - does the walkthrough in the ReadMe file (pdf or txt) have any clues on the Temple of Earth?
Masterpiece!
This is one of the greatest module series made for NWN.
Absolutely fantastic series! Everything about the story, the setting, the scenes was superbly crafted. The author put a ton of very hard work into this, as Aquarius above said, Masterpiece. This is one of the "must plays" on the Vault. This whole series is a 10!
Prophet Saga [COMPLETE Let's play]
https://www.youtube.com/watch?v=NosgBi0XAaA&list=PL2mVwWymK5NNenPJ_MGV8n...
Another great module that establishes "Prophet" as a member of TOP 5 epics on the vault and makes it THE BEST module in terms of philosophical profundity.
I quite loved many things in Chapter 2: in this chapter it was the first time in my NWN gameplay my henchman actually reaised me (after the ball run me through in the desert crypt), which made me feel as if the AI henchmen behaved like real players; I also loved a plot twist when the zombies trap you from behind, which is cool, dramatic and scare the hell out out you. The idea of of lucid dreams, which is in principle a real phenomenon (I have experienced them myself a few times) treated as a vessel of prophetic dreams and the gateway through which the future communicates with the past is a very nice idea, storywise. This module has many more tasteful additions like an option to remove the amulet of loyalty, which involves a rather entartaining ritual, or the summoning of Gothra, lizard-god by the lizardmen as their last resort against you. It was also very amusing that the priest of Liet actually attakcs you when you insist they must do sth with the poisoned water (and he drops a powerful symbol with Word of Faith 3x day, so it's worth checking out). By the way, warning the citiziens could be marked as another optional quest. All in all, the module is 10/10 and the hopeless feeling the world is doomed is in principle wonderful.
I found some minor bugs (SPOILERS below!):
-- Hassir speaks of the soldier with the mask as "my father" with the player not reacting even if I received this quest from the caliph and Hassir was not present during the audience; which is illogical. -- Atelkhan does not notice I do not wear his amulet anymore on completion of his quest (whereas he should be astonished) -- even if you don't disclose the spell-phrase to Nazathan Ghol, he still knows how to poison the wells, this is weird, as in my other playthrugh the journal says it is I who told him the phrase. -- if Hassir commits suicide and you resurrect him, he repeats this suicide everytime you raise him. -- Chakur offers discount after you help the rebels, but his prices were actually HIGHER with the discount in my case.
An incomparably good series.
There is only one word to define this series: A MASTERWORK.
I think that the last time that I found myself emotionally shattered like this was when I played Planescape:Torment and considering that I am probably talking about one of the best RPG ever made it should give you the measure of what you should expect if you'll decide to play this wonderful series. One of the most powerful, original, gritty and depressing story that I've seen. Ever. I think that Prophet Series can be really considered a piece of art and that it deserves a place in the history of gaming.
I signed up solely to post this.
These Prophet modules are fantastic. Outstanding even. This particular author's other modules are also a cut above the rest.
Game freezes on entering the octagonal treasury next to the Caliph's bedchamber (NWN 1.69 CEP 2.65).
Graphics settings make no difference.
The player can walk around the room if they stay close to the walls, but the game hangs if they move towards any of the loot.
EDIT (MINOR SPOILER) a workaround is to reactivate the whirling blade trap by pressing the lion panel button next door. My rogue was able to stand in the whirling blades while collecting the loot, taking only minor damage. Conclusion - when the whirling blade trap is disabled, the game now crashes, for some reason.
EDIT another workaround is to use a Disarm Kit on the PC while standing near the room. The trap only appears for an instant, but if you immediately Pause, you can disarm it. Unpausing, the trap vanishes, but disarm still completes OK.
Okay so I've played through this module up until I reached the gates of Hierathanum, but now I can't continue because everytime I try to move to the next area which I assume is the actual city, my game crashes. After this, I tried reinstalling everything, including the game and it still doesn't let me enter the city without crashing... I haven't had problems like this with any of your previous modules or at any other point in this module. If anyone could help me fix this I would appreciate it :(
I'll post the crash log if it'll help: