Hey. we'll all see each other in the end, hopefullymahric wrote:And knowing you a bit better, the story of the character in the mod totally suits you!SpoilerShowWell, besides the dieing part ofcourse, I didn't mean that
[MOD] Awakening of Taarnab - RELEASED
- SpiderFighter
- Posts: 789
- Joined: Thu Apr 12, 2012 4:15 pm
Re: [MOD] Awakening of Taarnab - RELEASED
SpoilerShow
And knowing how he dies (avoiding spoiler), I'm even more honored.
- Numberouane
- Posts: 283
- Joined: Fri Mar 02, 2012 6:11 pm
- Location: Sunny Place south Of France
Re: [MOD] Awakening of Taarnab - RELEASED
Hey guys
Could someone pm me how to go through the music puzzle? I dnt know how to do it as I m not good at all in sound and stuff...
Thanks
Could someone pm me how to go through the music puzzle? I dnt know how to do it as I m not good at all in sound and stuff...
Thanks
Re: [MOD] Awakening of Taarnab - RELEASED
Sent you a pmNumberouane wrote:Hey guys
Could someone pm me how to go through the music puzzle? I dnt know how to do it as I m not good at all in sound and stuff...
Thanks
Last edited by mahric on Fri Mar 01, 2013 8:32 pm, edited 1 time in total.
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
Re: [MOD] Awakening of Taarnab - RELEASED
I didnt played wine, but i will definitely try this and hope provide you with some feedback. Thanks for another mod !
- Dr.Disaster
- Posts: 2874
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] Awakening of Taarnab - RELEASED
Oh my gosh what a ride! Can't believe stat screen says 7:34 and 84/102 in the end
This mod ain't a plain mod, it's a massive riddle- and puzzle-focused RPG. Starting with common tasks it becomes custom pretty soon, just naturally once the enchantable wand gets introduced. Difficulty also steadily increases with some puzzle being really mind- or more precisely: ear-boggling This plus a great story makes this mod a must-play!
The only thing i'd like to have more is light. IMO torches are pretty scarce so i saved all i could. Going from the clean to the dark wallset slows things down considerably. Using torches all the way for good progress resulted in running out of light fast. At the very end with the corrupted wallset things get even tougher. It's good to have 2+ full torches left by then. IMO the corrupted wallset is definately too dark to play without a light source.
On secret count: pretty much every room has at least one and so i was jumping pits on purpose due to this. I even got 4 more just by restarting the mod and ignoring the talking head, bringing my total to 88/102. Still i'm pretty sure i missed quite a few secrets in the first few levels because without a weapon or torch you can't trash tapestries or barrels as a mage. First weapon i got my hands on was a skeleton spear from "Advanced Proving Grounds"; don't ask how i managed that
This mod ain't a plain mod, it's a massive riddle- and puzzle-focused RPG. Starting with common tasks it becomes custom pretty soon, just naturally once the enchantable wand gets introduced. Difficulty also steadily increases with some puzzle being really mind- or more precisely: ear-boggling This plus a great story makes this mod a must-play!
The only thing i'd like to have more is light. IMO torches are pretty scarce so i saved all i could. Going from the clean to the dark wallset slows things down considerably. Using torches all the way for good progress resulted in running out of light fast. At the very end with the corrupted wallset things get even tougher. It's good to have 2+ full torches left by then. IMO the corrupted wallset is definately too dark to play without a light source.
On secret count: pretty much every room has at least one and so i was jumping pits on purpose due to this. I even got 4 more just by restarting the mod and ignoring the talking head, bringing my total to 88/102. Still i'm pretty sure i missed quite a few secrets in the first few levels because without a weapon or torch you can't trash tapestries or barrels as a mage. First weapon i got my hands on was a skeleton spear from "Advanced Proving Grounds"; don't ask how i managed that
Last edited by Dr.Disaster on Sat Mar 02, 2013 12:31 am, edited 4 times in total.
Re: [MOD] Awakening of Taarnab - RELEASED
I am glad you enjoyed the mod, even though it took longer than indicated.Dr.Disaster wrote:Oh my gosh what a ride! Can't believe stat screen says 7:34 and 84/102 in the end
Guess that was the time needed without looking for secrets everywhere.
I'll look into the light issue. There's a couple of torches in obvious places, but it might not be enough to people exploring every inch.
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
Re: [MOD] Awakening of Taarnab - RELEASED
I really like that it's a secret intensive mod. It gives you that extra playability.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
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- Numberouane
- Posts: 283
- Joined: Fri Mar 02, 2012 6:11 pm
- Location: Sunny Place south Of France
Re: [MOD] Awakening of Taarnab - RELEASED
I did not finish yet but the mod is really fantastic.
Congratulations!
I need more help please :
thanks
Congratulations!
I need more help please :
SpoilerShow
Cant figure out what is the stone killer and what to wear....
Re: [MOD] Awakening of Taarnab - RELEASED
For the Wine Merchant's Basement people told me once they know the story there's hardly any reason to play it again.I really like that it's a secret intensive mod. It gives you that extra playability.
I never through of people wanting to do that, but with the Awakening of Taarnab I tried to give it a try with more secrets.
And for the record: all secrets are tested, but nobody every finished the game with all secrets (not even me!). Will you be the first to do so?
For a brief time I was doubting if people would like the story, settings and puzzles, since (real spoiler warning)I did not finish yet but the mod is really fantastic.
SpoilerShow
You don't use any weapons (except a tiny bit in the last part), and (more importantly) you don't level up and can't use the original spells.
If everyone finishes the mod, the people that downloaded the mod put in way more hours than I put in to make it, and that's when I call a mod a success!
Thanks everyone!
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
- Numberouane
- Posts: 283
- Joined: Fri Mar 02, 2012 6:11 pm
- Location: Sunny Place south Of France
Re: [MOD] Awakening of Taarnab - RELEASED
what about clue me in?