Title | Twilight |
Author | Rick Burton |
Submitted / Updated | 02-22-2003 / 06-28-2006 |
Category | Dungeon Adventure |
Expansions | SOU-1.61 |
Gameplay Length | 15-20 hours |
Language | English |
Level Range | Beginner (level 1) Paladins only. |
Races | Any. Look at Readme for more info |
Tricks & Traps | Medium |
Roleplay | Heavy |
Hack & Slash | Medium |
Classes | Paladin only. |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 01 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Teen |
Alignments | Hmm... Let's see... Paladin... Not many options here. |
Description | |
Twilight is the beginning of my Paladin Trilogy. It starts modestly enough with your character preparing to take on the Paladin Initiation. While this is a humble beginning, I am confident that you will find the path to its conclusion a long and winding adventure. IMPORTANT: Please read the Readme before playing. There is useful information (including solutions to common problems) on Twilight in it.
** Version 2.2 ** |
Title | Midnight |
Author | Rick Burton |
Submitted / Updated | 12-02-2003 / 06-28-2006 |
Category | City Adventure |
Expansions | SOU-1.61 |
Setting | Nocturne |
Gameplay Length | 15-25 hours |
Language | English |
Level Range | You must play with a character that has completed Twilight. |
Races | Any |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Heavy |
Classes | Paladin |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 10 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 08 |
Content Rating | Teen |
Alignments | Hmm... Still not many options here. |
Description | |
The second installment in the Paladin Trilogy. Midnight opens with your imprisonment in the Mooncrest Prison due to the events at the conclusion of Twilight.
**** Read the ReadMe before playing. There is a lot of useful information. **** ** Version 1.03 ** |
Attachment | Size |
---|---|
Paladin - Midnight - HAK Files (2387) | 11.47 MB |
Paladin - Midnight - Main Files (2451) | 4.11 MB |
Paladin - Twilight - Main Files (2549) | 2.22 MB |
Very nice paladin module. I find it quite challenging but it was one of the few modules that I actually finished. I believe Dawn (the third in the trilogy) was never finished.
Hi folks,
I have recently finished Part1 Twilight and have begun Part2 Midnight. I'm really enjoying both of them but I have a silly question:
Even though Midnight has an extensive Spoiler section included, I'm looking for more of a general Walkthrough like Twilight had.
I've searched here & there, have read all the Readme's, but still can't seem to find one. I'm not really stuck anywhere, I could just use a little direction occasionally. (I have just Redeemed my "Fallen" status.)
Thanks in advance!
Really great module(s).
Fun and interesting storyline, a shame it was never completed.
It had a great atmoshphere and well balanced fights.
I think it had some really good puzzles. Not too easy, but it was generally clear in what way they where to be solved.
Minor cons:
Both parts where a little too hack-and-slash for my taste (with many groups of similar monsters).
The options where too limited in conversation, and all quest had to be done in one way only.
I think this is a game breaking bug...
I have completed the Test of Wits and need to talk to Twinkle so she can open the portal to the next challenge. The problem is she does not respond at all when I try to talk to her.
I tried reloading an earlier save before I entered the Test of Wits area and got my henchman to solve the puzzle this time, but still no response from Twinkle.
Does anyone have any ideas as to what I can so that I can continue the game? Any help will be very much appreciated.
I found a way to overcome this problem using this this procedure...
1. Save before leaving the Test of Agility area
2. Talk to Twinkle and let her tell you how the puzzle works
3. Reload and enter the area again
4. This time tell Twinkle that she doesn't need to show you how it works
5. Don't talk to Twinkle again before starting the puzzle
6. Do not save until the Test of Wits is completed
7. When the puzzle is solved, do not do anything or press any keys until Twinkle speaks to you
8. You can save and continue after she has spoken to you.
If you need to reload, then do so from your Test of Agility area save.
Elesias Underdark Reworked page is 404.
Fixed. Thanks.
This is a difficult, oldskool module. I rate it highly.
Currently playing these wonderful modules. I have two remarks for people that should be included in MIDNIGHT walkthrough (that apparently does not exist). Spoilers included:
1. Do not take levels in other classes than Paladin if you want to be able to reconsecrate altar in Mooncrest before venturing into Underdark (I hear around level 12 some people are tempted to take 1 Rogue level in order to get +3AC from 15 Tumble skill). I myself took 1 fighter level as a fallen Paladin to get Expertise (I thought it was entirely coherent with the plot, you are fallen after all) which resulted in my inability to cast Prayer on altar before Underdark (why? because unless you have WIS 16, you can first cast Prayer on level 12 which you more or less gain after returning from the Pyramid, just before Underdark; so I was one level below at that time and had to spawn Prayer scroll via console).
2. The irritating Mirror Light puzzle in the pyramid: H, 2S, 3I, 4D (where H=horse, S=snake; " H,2S " means first place Horse mirror in the middle, then Snake mirror on the second pillar the beam flows through etc.)
I have just finished these two wonderful story-driven modules (as Paladin (12)/Fighter(1)/Rogue(1)). You could really feel how Paladins' life looks like. Pity the series was never finished. What I appreciate apart from the story itself and well scripted cutscenes (no breaking cutscenes) is your interaction with Pirotase. Her personality is deep and believable. On the other hand, quick cons:- too many riddles for my taste, - Pirotase's AI, - limited choices in places.
Anyway, I recommend this module as one of the best on the vault. No wonder the author was hired by Bioware afterwards.
Voting 9 instead 10 - only because the third part has never been made. Still the two other have immersing, great story.
Loved these 2 modules! I am voting a 9.5
Rick clearly put a lot of hard work into these modules. The story is engaging. The module was free of bugs for me. The cutscenes are terrific and really add meat to the story. The characters are believable and the storyline is well though out. I loved the various puzzles! Some of the quests were very original.
There are only a couple of very minor cons.-
-It is a mostly linear story with few choices left to the player, but in my opinion the depth of the story mostly covers that flaw.
-The treasure haul is very light which can cause problems with a couple of minor side quests.
-There are a couple of stages where the H&S gets a bit repetitious, but it is very temporary.
All in all a very good ride! I was extremely dissappointed that the third installment was never completed.
Twilight is a truly entertaining puzzle mod.
Ensure you have a unique save before entering combat areas, because there may be no escape without clearing the level. There are usually time limits and a heavy dependence on potions.
Paladin isn't my class of choice. It's one of those words that D&D has redefined with scant regard for history or legend, and besides I lean to chaotic good. However, I'm glad I played, as the cheesy aspect of lawful good ethics doesn't raise its head too often.
The module is very constrained, perhaps to convey a sense of being a Paladin. Here comes the poisonous melee mob, and by the way you're not allowed to go ranged. There are level drains, but no restoration (that I could find). What little treasure there is generally has to be sacrificed on tithes, potions and companion kit. Frustrating, but adds to the overall sense of solving a puzzle on the grand scale.
I picked up too late that you're supposed to max Persuade and Taunt, but I don't think that mattered much.
Overall, the puzzles are very good, on an epic scale, and the story has some clever twists. Highly recommended.
Minor bug in Midnight - waiting for Tomar at the Sextant, the cutscene conversation pauses, but never resumes, even when Tomar enters. I used the escape key (normally a no-no) so that I could speak to him. Seems to work OK.
Midnight is a gripping sequel. Hours of fun.
I might have rated it even higher, but it is very prescriptive. The player has little choice over weapons or companion kit, for example.
Be aware that one of the BG-style ambush areas contains a third exit, which, if missed, will break a side quest, because you can never return.
Pirotase is one of the all-time great companions. Anyone who can take out a nest of rats with one trick shot is on my team, for sure!
I played the modules a long time ago, so I can't go into detail why I liked them so much, because I don't remember a lot of what happened in them. They were damn good though.
This looks interesting. It says trilogy yet I see only 2 installaments. Was it ever finished? If not, then did the plot finish cleanly in the 2nd module? Thanks!
As far as I know, Part 3 was never published, but Part 2 is complete.
One of the best episodic modules I have ever played, I can't believe I have never found this 'til now.
I've already played some wonderful episodic and semi-episodic legends like Almraiven (I still have to do Shadelight), Threat of Dreams, Shadowlords and Dreamcatcher, even some not-so-popular like Trust Lies Within...
But this is one of the few were I heavily enjoyed playing as Paladin, despite it being one of my least favourite classes (I always prefer Barbarian, Fighter and Rogue, so yeah, it's a bit biased considering Paladin is also combat-based).
It has many unique additions, like making Turn Undead useful, giving Paladins an Aura, a very good exploration and environment, best way to get inventory instead of just randomly getting it or randomly searching for it.
Best of all, the combat! Yes, sometimes it may get just a tiny bit boring and repetitive, but overall it's great, the best I have ever seen, where all enemy names matter and they're all unique. They can knock you down, they can perform Call Shots, they can Disarm you and so on. Finally, for once "Discipline" is very useful in a non-multiplayer module!
The only thing I disliked, the most of all, are those so-called "Tests", especially the Puzzle ones, they just didn't work out for me at all.
Other than that, I am sad this episodic module was never finished...Same can be said about the others I mentioned (except Almraiven's 3rd chapter, I heard it's actually still being worked on. And yes, Shadowlords & Dreamcatcher are finished too, but not "Demon")
I need a console command to get past the light room
In my testing, I found that Midnight does not work with current version of EE. If you find yourself being jailed every other fight for Evil Alignment, PM me for a fix.
@rashkae - were you able to discover the reason for the fault experienced in EE? Have you reported it to Beamdog?
No, the scripting here is far intricate for my experience/patience. I found one instance of code that would immediately force your alignment shift by -100,-100, (I'm presuming this was to catch players murdering innocents, or some such, to force a "Game Over" as a paladin,) but could not digure out why it was, seemingly at random, triggering while killing the enemies you're supposed to be fighting. I just removed the alignment shift code to make the module work.
And five years later, I come asking for the fix, hat in hand. If you're still around and if you remember what you did to make the mod playable on EE, please tell me!
It doesn't work on latest (iPad) version either can hardly even start the mod.
it triggers totally randomly it seems.
Amazing module. Some puzzles were not for my taste though.
Does anyone have a solution for the light room?Does not work in NWN Enhanced maybe?The solution does nothing for me.Thanks in advance for any help.
Following the solution does work. Send your hench 1st then the pc. Each brazier is one unit of direction so make sure to stop on each..
In the meantime I'm now stuck on the balance puzzle grrrrrrr
Ah ha (cheated) done it now.
I've finished the first chapter and I've enjoyed it VERY much.
Probably one of the best modules in here, since it is capable to raise a sense of urgency and fear and make it last long.
I'm a bit disappointed for the last 4 "rooms" since they are all about bashing, double bashing & more bashing and I confess I had to trigger the "god mode" because at that point I was almost exhausted...
I hope that the second chapter will be as fun as the first.
Liked this except for the puzzles. I gave up in the Room of Lights. Too bad, but just not my thing.
Well I struggled through to the end of midnight to see how the story goes- I wouldn't recommend this to anyone playing on EE though due to the alignment change bug mentioned above.
A very fun campaign in my opinion. Played through it again and this was the second time I played it after I played it several years ago. Tried a charisma based paladin this time and it ended up being very powerful in the end with a lot of things being influenced by charisma, especially your aura.
The character development in Pirotase is of course a highlight in this campaign. The second module does a lot to expand her background and it is well done in my opinion. Certainly one of the parts that makes this campaign stick out to me. I ended up getting Pirotase to a neutral good alignment which I consider a great success.
The well-balanced combat is the other thing that I can think of that stands out. In character, the combat does not always make a whole lot of sense and it can be a lot of "rooms of standardized enemies". But the variety in enemies, their well-adjusted difficulty and your own abilities make it fun.
Briefly addressing the weaker parts in my opinion. The overarching plot and the villains felt a bit weak. It is a very standard plot and the villains (main or supporting) were not really engaging. Some may consider the linearity of the campaign and the lack of roleplay options a weak point (although the second module does a bit to help), but I found myself enjoying the story as it was told and do not consider it a weak point personally.
A pity that the campaign is not completed, but it stands on its own decently well anyway I'd say!
Having problems in EE? At the time of writing, these transition fixes are reported to help.
What is the solution to the Balance puzzle, with 3 scales and gems numbered III, III, IV, V, V, and VII?
Never mind. I hate puzzles where certain pieces turn up later ...
My my where to begin...
Number one, I love the premise of this module. The story is very well written and didn't have too many tropes making it very interesting. I loved the companion, even during times where you aren't suppose to like her. The negatives I have is that this mod is very, *very* buggy when played on EE, making you have to escape from conversations to continue through the story as well as having to save mid-combat incase the game thinks you spontaneous deserve to be labled as Chaotic Evil. The puzzles are a mix of nicely challenging to nearly impossible in my mind, though that doesn't mean too much. I really am diappointed that the third part hasn't been finished but oh well...
I played this years ago, and finally got around to a replay. My favorite build these days is a variation of the Universal Paladin, which is pretty much a perfect build for these modules since weapon-switching is part and parcel of the plot.
Ther are three main quest lines - plot quests (stop the Ascension. Boring), personal quests (initiation in Twilight and redemption in Midnight. pretty good), and companion quests.
The plot quests are repetitive beyond belief. Go to a pocket dimension (or Drow treasure vault) filled with bad guys of a particular sort (all undead or all demons, etc), kill the bad guys with the weapon specifically designed for killing them, and fetch the macguffin. Only one of these plot quests has any kind of interesting choice (Blood Moon in Midnight: help the hermit or not. Pro tip - help the hermit). But even then, the combat is entirely the same as the others.
The personal quests (Initiation in the first module and Redemption in the second) are much, much better. There's some real story behind them, especially Redemption, and there's a bit of variation. Some puzzles in one, rescue some folks in another, reconsecrate the temple in a third.
As others have said, the companion, Pirotase, is amazing. She's on a quest to find the mage who killed her mother and that sometimes brought her into conflict with my character's quest to find the macguffins. I was much more invested in converting her from Chaotic Evil to Neutral Good than in stopping the end of the world. One of the best companions in any module I've ever played. Dialogue is less funny than Deekin's, but she has a real personality and real motivation throughout the modules.
I also really liked the custom crafting system. There's some pretty standard gear for the main character - armor, shield, helm, ring, amulet, belt (eventually), and four weapons. In Twilight, you pick up most of them (except the anti-golem hammer which you get in the Underdark and the belt which you can find in Blood Moon, one of the macguffin dimensions). There are four good altars where one item can be blessed, and five evil altars where one item can be upgraded to a +1 version. So you have to choose which items to upgrade, and when, because you can't upgrade them all. I had to be strategic about my choices, which I rather liked.
There's not a ton of loot to be found, which isn't a bad thing. I ended up with less than 10,000 GP, a bunch of potions, and my paladin gear. But this isn't a get-rich-quick module. It's a save-the-world-because-you're-a-champion-of-good module. It felt like that a lot of the way, and was an excellent romp.
One note about EE - as others have mentioned, in Midnight there's a bug where your alignment changes after killing a random bad guy and the module abuptly ends. I found myself saving in the middle of combat - kill a bad guy, save, move to the next, just so I could reload without losing too much progress. I had to do it a LOT. Super annoying, but the module was worth it. I know it's not the author's fault because the module was written a decade or two before EE came out, but still knocking it down a star or two because it does make playing the game significantly more trouble than it should be.
liked it very much and am in my 3rd replay right now
without the very good walkthrough i would have missed a lot, even with it i still do - yes i also wished there would be one for midnight, well there is kind of at least
also wasnt much into riddles, although well done and sure a gnome thing, and was happy that the henchman solved at least two for me.
i also think the henchman one of the or even the best, really liked it and very useful
i did not like the weapon switching, you have four in the end and have to switch at least two - would have been cool to be able to upgrade them at the altars to serve all enemy types
it took me quite a while to find out that i cannot use the evil altars by giving them a pray but just to lay in an item before turning them - although i missed the sense that a good char would get a blessing from an evil altar
what i also miss as many others is the third modul, i sure would love to continue the story
highly recommended
Promising start but I can't get through the light room, even with the walkthrough, it just doesnt work
I have a question. It pretty strange that your henchman automatically resurrect when they die. The narrator said, don't abuse this, but we get no control about that no ? It pretty annoying, because she resurrect during the combat, so the "best" strat is her to pull the aggro of many monster, die repeatly and resurrect repeatidly, and you kill one monster one vs one. Of course I try to not do that but still, sometime, a group of monster attack the henchman and I just say oups, my bad.
That's seem even more strange because they gave you at some point an amulet to resurrect her, but you will have some malus on XP and gold that pretty fair. But it's not usable because she resurrect on her own.
There is a way to remove this feature ? (i'm play the module on the diamond edition)
Anyone knows if i updating this module with prc will break many things?
Why would you even want to play it with PRC? It is specifically made for paladins, not for other classes, so why add even more classes that you aren't supposed to choose anyway?
Because i played so much of rpgs/dnd that i cannot play original classes anymore plus i like to play as eladrin.
Still waiting on the final part