After the defeat of the Archmage Auberon and his forces, your party follows the mercenary Robert Black to a Tusone military outpost to set in motion the daring plan devised by you and King Osric of Tusone. The aim of this plan is nothing short of the complete liberation of Aielund and the destruction of the Ironlord.
Your party will hire mercenaries in it's travels across the breadth of Aielund, battle the scourge of the underworld, and unite Aielund's varied enemies in a singular cause to defeat your greatest adversary. But as with all things, even victory carries with it a price...
You had difficulty killing one of the merc leaders? Very odd...and usually the one in the tent is the easier one to take out.
Posted by Carlo at 2010-04-03 15:08:35 Voted 9.00 on 04/03/10
A worthy second act in the Aielund finale. The large number of (usually) high quality battles against different foes gave it variety and meshed well with story progression, making the combat seem meaningful. The Bracksworth sequence was especially appreciated, as were other ones allowing the player to approach situations differently and obtain different consequences. The final sequence in Fairloch was one of the best (if not the best) city battles that I have experienced. The overarching story and welcome use of previously known NPCs/companions also gave the module more of an impact.
Minor issues included some inconsistent responses with the feuding mercenaries and the near-impossibility of actually taking one out (as I found) due to reinforcements continuing to arrive inside the tent. I eventually decided to call a pox on both their houses and left.
Keep in mind that for the Barbarians, the chief would have loved to just kill the shaman himself, but politics within the tribe prevented him from doing so :P
"That my party had to be fully healed and rested just to battle a handful of skeletons with a threat rating of "easy" is tiresome and doesn't make sense from a roleplaying perspective. It got better towards the end, though. The siege and the end battle were well balanced again."
Hmm. I don't ever recall resting on any of my characters in the entire skeleton area, I was able to fight all the way to the shaman and defeat him. This is as a rogue, sorcerer, arcane archer, cleric, and weapon master. What were you playing and which companions did you have?
Posted by Avo at 2010-02-05 04:10:06 Voted 9.50 on 02/05/10
Another very good part of this amazing saga. Meeting all the familiar NPCs under different circumstances was a nice twist.
The battle against Colt and Mona was an evil twist and the end battle was great. The siege of Fairloch was a perfect ending.
One small complaint, though. After the battle of Bracksworth there was a sudden shift in monster difficulty. While everything up to there was challenging but well balanced I found some of the "minor" battles annoyingly hard. Werewolves, Sir Simon and the undead barbarians come to mind. That my party had to be fully healed and rested just to battle a handful of skeletons with a threat rating of "easy" is tiresome and doesn't make sense from a roleplaying perspective. It got better towards the end, though. The siege and the end battle were well balanced again.
Storywise saving the barbarian tribe from a threat for the third time during the saga was also somewhat uninspired. After the chief told me about the shaman I briefly considered just slaughtering the whole tribe to put them out of their misery and spare them future discomfort. Poor bastards...
Not as great as 4 - 1 because of some unbalanced fights but still way above almost everything else I've played.
Posted by Delf at 2010-01-06 01:38:41 Voted 9.00 on 01/06/10
See my vote on Act IV, Pt. 3 for comments on the series as a whole.
Apparently if you have the abyss.mod file from the abyss hakpak in your /hak folder, part 2 crashes on load. I moved that file and it loaded right up, no problem. I haven't played it yet, since I literally just made the change, but I am optimistic.
Posted by beege68 at 2009-11-11 13:18:01 Voted 9.50 on 10/29/09
Yay! I'm through the door! Thanks Magical Master.
Posted by Coverta at 2009-11-09 22:25:26 Voted 9.75 on 11/09/09
One of my favourite series, very enjoyable story; henchies and combat.
I just have one very small comment to make that isn't too great..
Never in a million years would any self respecting woman allow any man back into her life so easily as the PC did with Robert Black, yes the conversation with him did cover grovelling ;) etc but only 'after' you agreed to get back together. I think you should have had far more grovelling etc first and then propose the idea of getting back together. But that comment really just shows how 'good' your story telling is for someone to vest an interest enough to point that out :)
Very good work and hope that oneday I have the opportunity to play other mods with the same caliber as this one.
Posted by beege68 at 2009-11-08 18:59:19 Voted 9.50 on 10/29/09
Thanks for the response BePower & Magical Master.
I'm still stuck in the room with the magical door in the tower...I had a look for the picture beside the harp...but the walls are blank - no pictures. Do you mean the dragon rug on the floor?
If I try to go to Act 4.2 from the prompts in 4.1, it just crashes during the "loading module" screen and I get a Windows message that says NWN is not responding. If I then restart and try to fire up Act 4.2 from the "new" option, same result....crash to desktop with message that says NWN is not responding.
I'm sure this has to be on my end. Let's just blame Vista.
Still crashing everytime I try to load Act 4, part 2. Any suggestions? I'm running Vista Home Premium (32-bit), and have had no problems until trying to load this module. I emptied my hak folder and re-downloaded all hak files and the mod file, so am at a loss. Otherwise, am having a blast...and my Sorc is a frightening machine.
Posted by BePower at 2009-10-31 02:11:41 Voted 9.50 on 10/31/09
Ouch, what a bittersweet victory! And a bit of railroading too since I do think my character can take on an army at this point, but whatever. I whished for more dialog options at that point, particularly 1 sarcastic and 1 really evil :) Anyways good module.
Posted by BePower at 2009-10-30 14:39:58 Voted 9.50 on 10/31/09
Heh, just been there before this last crash. Look at the painting near the harp.
Posted by beege68 at 2009-10-29 15:05:11 Voted 9.50 on 10/29/09
Awesome saga. It has kept me entertained and challenged for hours. Unfortunately, I am now over-challenged and stuck. I am in the second level of Blackworth Tower at the Magic Door, which I can't open. I have tried playing the harp and piano in all combinations I can think of and the door is still closed. HELP! I'm going crazy!
I'm having the same problem....crashes to desktop when I try to go to the next Act from in-game prompts and crashes when I try a "hard" load by selecting Act 4, part II as a "new module". I'm going to try to download and insert the required .hak files now to see if perhaps I missed one originally. I have had no problems with all prior Acts.
So far I've been unable to get Act 4 - Part 2 to load, it always crashes as soon as the module starts. The error log isn't helpful, it just ends after saying
"[Thu Oct 22 21:29:32] Loading Module: The Aielund Saga Act IV - The Fall of Aielund Pt2"
I've tried using different versions of the CEP to no avail, and I certainly have all the hakpaks. (If I remove one I get the missing hakpak message instead of a crash)
I read that someone fixed the problem by doing a fresh install and only using the hakpaks required for this module but I'd like to know if there is an easier solution.
Great series so far, and I'm quite looking forward to finishing it.
Posted by edosan at 2009-09-14 14:20:41 Voted 10.00 on 09/14/09
Best MP mod we've ever played. Great quests, good equipment, all sorts or really fun things to do.
Bug: I had Robert and Criosa in my party. I released Robert from the party, hired Nellise back (to adjust her inventory), released Nellise, then hired Robert back.
Robert functions correctly, but his dialog is the hiring dialog, not his "I want to talk", "tactics", etc. dialog.
If I release Robert again and try to hire him, he says that there are too many in my party.
Thanks Keith. I had a similar problem with the ending of act 2 as well. If the archmage wasn't within proximity, the king would bitch about "bringing him here". As there was no way to do so, I had to replay several hours worth.
I had that happen a couple times in the past version where if the treant and myself weren't close enough, it would drop the convo. For some reason Bioware made it where you have to be withing a certain proximity with whoever is in your convos to talk.
Try moving your PC around between Hasrinax (I know it's mispelled) and the treants and it should fire correctly.
In the Colwood forest, when you talk to your old druid friend after helping him take down two fire elementals, the conversation ends at you asking the treeant something ("Uhm.. Do you have a name?" I think). But there's no reponse, and the conversation ends. Manually trying to talk to the treeant just blurts, "understanding is a three edged sword" above his head (no coversation dialogue). No quest in my journal except for the "story so far.." Is this expected? Did I do something wrong? Or is there a bug?