Curse of the Azure Bonds Part One of a hint file supplied by Ron Rainbird As played on an Amiga 500 (1 meg) Being an attempt to give a "skeletonised" guide through this sprawling (26 major locations) RPG, which is the second in the "Pool of Radiance" quadruple adventure. Many random features have been omitted, whilst non-essential encounters will have to be sought out by the player purely for the harvesting of experience points. The Party is discovered at the start of the game in Tilverton City, bereft of weapons and with little money. On their arms are blue sigils which they cannot get rid of - at first, anyway - and which binds them to some mysterious force which can dictate their movements. It is therefore your priority job to find a way to escape from this shackle. TILVERTON CITY. -------------- You will be forced eventually to attack the Royal Coach which leads to your incarceration in the local hoosegow. Not to worry! Thieves' Guild members will rescue you. Before attacking the Coach, however, be sure to visit the Armoury at map ref:2-12 so that you may equip yourselves before it is too late. Once you attack the coach, all shops, inns and temples are barred to you. The coach attack occurs at map ref:2-1 (approx) so visit everywhere else first. When rescued you are taken to TILVERTON THIEVES' GUILD. ------------------------ Here you will learn things but all too soon encounters occur. Go to map ref:5-5 where you can get a Stone of Dexterity. Wend your way southwards through a secret door into the TILVERTON SEWERS. ---------------- Keep heading southwards and when you come to a barrier guarded by a Knight, swear allegiance to the Princess if you want to pass. Keep on travelling south, despite some tough opposition. A good resting and training place can be found, via a secret eastern door, at map ref:4-38. Going south you will eventually emerge into THE HIDEOUT OF THE FIRE KNIVES. ------------------------------ Here is where you can force the Fire Knives Master to free them from his bond. At the Armoury, map ref:6-13, you can find some magical items - but don't use the Bracers, they are cursed. At 14-11, Khybor's Office, more magical items may be found - search for them. At 3-13, the crucial battle takes place. Rescue the Princess and your bonds will be no more. However, the King arrives and although he reluctantly reprieves you for the attack on him in the coach, nevertheless, you are banished from his Kingdom. You are escorted to the edge of the City and left to travel overland. It has been found that the best place to head for is HAPTOOTH VILLAGE. ---------------- This is under assault by Drow and Efreeti. Plenty of opportunities to boost your experience points. There is a Healing Place at 1-7 where you can meet Akabar, a goodly companion. The major battle is at 3-13, but it would be better if you do not enter here until you have wiped out several of the Drow Patrols. When you eventually kill the Leader here, you will find a map of the Caves of the Dracolith. THE DRACOLITH CAVE. ------------------ It is necessary to enter this fearsome place in order to get into the Wizard's Tower. In the cave you will meet Silk, an outcast from the Dark Elves, who leads a band of female adventurers called the Swanmays. Accept her help in whatsoever she proposes. Go to the Salamander's Cavern at 1-2. You may avoid combat by taking in Sly and you can then get a Dragon Slaying Sword and a Scroll of Protection against Dragonfire. At 0-15, you can enter the Wizard's Tower (after much combat). To be continued ...