Old vault id modules 3967 and 3178.
Category | Temple / Crypt Adventure | ||||||||||
Expansions | Requires Both Expansions (SoU & HotU) | ||||||||||
Setting | Forgotten Realms | ||||||||||
Gameplay Length | 10 hours (Part 1), 10-15 hours (Part 2) | ||||||||||
Number Players | Single player only! | ||||||||||
Language | English | ||||||||||
Level Range | Start at level 1. Players less than level 7 will be leveled up in Part 2. | ||||||||||
Races | Any | ||||||||||
Tricks & Traps | Medium | ||||||||||
Roleplay | Medium | ||||||||||
Hack & Slash | Medium | ||||||||||
Classes | Any | ||||||||||
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 | Everyone | ||||||||||
Alignments | Any, with opportunities to adjust this in game | ||||||||||
Description | |||||||||||
v1.42 Part 1 You awake in a desert oasis, with no memory of recent events and a strange amulet attached to your neck. Somehow, you must figure out a way to return to your home, and hopefully along the way piece together what has happened to you.... Part 2 This module continues where Sleepwalker 1 : Desert Greed, left off. You have finally made it out the desert and back home, but you still don't know why or how you ended up in the desert to begin with... And what's with this amulet? You can't remove it... almost like it has been grafted to your skin. | |||||||||||
Reviews
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Files
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Sleepwalker_2__Breaking_and_Entering.zipSleepwalker_2__Breaking_and_Entering.zip Submitted: 06-08-2004 / Last Updated: 05-10-2005 | zip | 5.4Mb | 1707 |
Attachment | Size |
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sleepwalker_desert_greed.zip (473) | 2.22 MB |
sleepwalker_2_breaking_and_entering.zip (460) | 5.42 MB |
Voting 8 :)
Bugs etc:
Part 1:
Fights were sometimes too difficult, poker would have been nice if it hadn't been obligatory. Definitely too many skeletons and other critters.
Part 2:
Still bugged in many ways, monsters are boring after you kill 100th the same one. Some areas are too large.
Already stuck. When i looked at walkthru, it stated i needed to make a bomb in the chemist cave... no cave anywhere!
Which part? Try opening the toolset to locate the cave, but I'm sure it is there.
Part 1
This is a good 1st try, but it does have a couple of newbie pitfalls. Nice short adventure to pass the time.
Found the connected to one of the tombs, 2nd down. the Chemist cave is HUGE!!
NOTE: never found the palm sap needed for the door to the king area, i just used the transport cheat.
HINT:
Part 2
CAUTION: Catching 10 different insects are NOT enought to get the info you need to get all 9 question correct!!!
Instead of reading books, you have to read the info from the insects themselves in your inventory. Answers to the test for insects for the professors test.
NOTE: Spending 2 hours researching this (incorrectly at first) is a big FU to the aurthor for putting such as dumb (but unique) test in the game.... others will get the prize w/o suffering thru the crap.
I never triggered the last 2 hags to fight & never got the 3rd piece of wand needed.
As the author of this mod, I still check back in every couple of years to read comments and take a trip down memory lane. It still makes me laugh a little bit that people take both bugs and decisions I made regarding the creation of this mod as personal insults... As if playing the mod for a couple of hours makes them deserving of having it perfect, after I spent probably a hundred hours agonizing over every decision and attempting to squash dozen of pernicious bugs. Anyway, perhaps I gotten find an old copy of NWN and load this up and remember when I was in my early 20's and still had unlimited free time.
Not sure you are supposed to vote for your own effort? And 10 stars is very generous indeed...
I did decide to reinstall NWN and try this old module, a walk down memory lane for me. It is vaguely familiar, but I don't remember the details anymore, so for the first time after spending 100s of hours on it, it is like I am a first player. Having a blast.
And wouldn't you know it, all those reviewers were right and I did screw up that Chemist Cave logic puzzle. I don't know if anyone will ever play this again, and if they do, maybe wouldn't read these comments, but I will put a couple more restrictions into that puzzle here to make it possible. Of course, you can also just skip the puzzle by using the hints in the readme, and I won't be offended.
Add these clues if you want to do the Chemist Cave logic puzzle
1. Powdered comes before chopped.
2. The last regeant was 7 pieces.
Alright, I'm back after several days of playing these old mods of mine. I can rightfully give a more balanced review now, after taking a 10+ year break from it. Perhaps no one will ever play it again, but just in case, here are some thoughts.
The bad
1) There are bugs here on occassion, but at least the ones that I am running into seem like NWN bugs, not mod bugs. The #1 problem is that clicking on items or rocks or structures to start a dialogue often does not work at the first time, as the PC seems to have to be in a certain proper orientation to make these conversations work. So you have to move away and approach it from a different direction. That is annoying, but not game breaking. And it is a NWN issue, not a mod issue, but it crops up quite a bit in the mod because I tended to use this route to interact with objects.
2) Combat is a little uneven. Somethings are crazy hard, somethings are quite easy. That might have been a concious decision at the time, I can't remember, to favor certain classes at certain times. But it isn't unusual to beat something very easily (the Minotaur Caves) only to have the next battle kick your butt.
3) I wish I had finished this. Only certain classes can play through Sleepwalker 2 entirely. In hindsight, I wish I had made the main quest beatable by any class, and then slowly added in the prestige class quests as the optional ones. If I did that, I probably wouldn't have burnt out on the creation of it. Then of course there is no Sleepwater 3, I had simply gotten tired of it. Sleepwalker 1 and 2 are really long, probably a 25 hour adventure, and I was testing them like crazy with all kinds of class combos, and I think I just got tired of it.
4) The dialogue is often funny and makes me laugh (of course, obviously this is my sense of humor, since I wrote it). But sometimes the text goes a bit long, and the tiny font with my higher resolution monitor can be hard to read.
5) The provided walkthrough is often needed. I wish I gave a bit more guidance to the player in game. Two or three times, I think I required too much of the player in reading my mind as what to do next.
The good:
1) Both mods are still, after 12 years (looking back at the old file dates it was finalized May 2005), really fun. The story line can be meandering, but the NPCs are fun, you get fun in-game options, and funny things happen. You get to use unusual and different equipment. The equipment crafting or enhancing was pretty advanced for its time. Sleepwalker 1 in particular really feels like an old adventure game, while Sleepwalker 2 feels like an alive world.
2) Sleepwalker 2's highlight is the snowy area where you control a badger attempting to get up a mountain. Along the way, you are able to transform the badger to other forms, like a wererat, water elemental, and ice giant, which have different abilities and get you to new places. The whole area is really very clever, the puzzle fun and challenging, and it is unlike anything I've done in a game... ever.
3) There is a lot of replayability. At the minimum, you want to play it with a good ranger or druid, and then play it again with an evil figher or cleric. I just finished the good person run through now, but from what I am remembering, the evil quest is among the best parts of the game, where you get to burn a whole village to the ground and slaughter angels. I definitely will have to replay it to see this part.
4) Neverwinter Nights 2 stole several of my ideas from this mod. Really, it was strange when first playing Neverwinter Nights 2, and I was like... Huh-- that is familiar. I swear I already did that in my neverwinter nights mod. For example, the dwarf who wants to become a monk. The goth teenagers who want to be palemasters/necromancers is another example. I mean, I guess it is possible that the NWN2 writers came up with that themselves, but it is a little suspicious, and I take it as a compliment that they thought my mod interesting enough to play and copy. (Maybe, who knows.)
5) In conclusion, while there are some annoying aspects to the mods, overall I am having a really fun time with it. I think any reader here would not be wasting their time in downloading it and giving it a chance. It is definitely a unique experience.
Giving this a 10 to push up the overall rating. Played through Sleepwalker 1 and now currently playing Sleepwalker 2, and I'm having a blast! You can tell from the quests, dialogue, characters, writing and cutscenes, that the author has put in a lot of effort into creating these modules. One thing I noticed is that quests may seem unrelated at first, but turns out that they all somehow link together due to the way they are designed, such as an item located behind a whole other area for an early received quest. Also, conversations are really funny and gave me a good laugh on many occasions. Yet, the author still manages to effectively present a serious mystery plot to players.
However, I do agree that the quest on bug research was a bit too much. I think it would be much less tedious if the NPC didn't take the insects from you so you could refer to their descriptions rather than having to memorise or copy it all down.
A certain area in Sleepwalker 2 made me salty as hell. Getting stoned by stone creature while traversing a confusing maze... and up close there's even more stronger stone creatures which can stunlock and spam spells... argh!
thanks for playing! yeah, those stone creatures can be brutal. I do remember that I made this mod shortly after hordes of the underdark, and I was purposely rebelling against how easy that game was.
I really wanted to like these modules, but I kept getting hit with tedious and in some cases (Insects) broken quests. Without the Walk Through one could never figure out the puzzles and requirements to move ahead, and it is slow going regardless. No real gear to find or buy, you do get a henchperson that can be equipped, which is nice. But overall it was a tooth-pulling exercise, as I like to call a long drawn-out effort. I am in the second one, in the Hills, and just getting shunted all around the place with no pattern or end in sight. I am quitting right here, while I still have some of my sanity left. That insect quest took a whole lot of time and effort, and after finding the ten varieties (not bugs) I could not get it to end.
Some may like this type of thing, but I am not one of them.