POOL OF RADIANCE - Part 1 Solution by Philip Reynolds GENERAL NOTES ON THE GAME I found that a party of two Fighters, two Mages, a Cleric and a Thief was about the best to complete this game. Have the Mages learn the fireball spell as soon as they reach a high enough level as this is probably the most effective spell in the game. The order in which the tasks are completed in this solution is not that which the game gives you them in. This solution is the optimum path which gives the party the best chance of completing each of the tasks without getting party members killed. It also keeps Dirten, a fifth level Cleric, with the party for most of the game as he is a very useful character to have, giving the party a second cleric to heal up members in the big fights. Make sure that the fighters are of at least level 6 and the Mages and Clerics are at their maximum levels before tackling the Kobold Caves as there will be a massive battle here in three parts with no possibility of healing the party between the waves of attackers. In the big battles - Kobold Caves, Buccaneers Camp and Zhentil Keep - have the party immobilise a small number of the enemy and do not kill these. This will allow the party a respite in which to heal up members. OUT IN THE WILDERNESS Parley nicely with Merchants, Centaurs and Nomads out in the wilderness, they will just leave the party alone and there is no real need to fight them. Have the clerics memorise a couple of Snake Charm spells as you will probably meet groups of Giant Snakes at some point and these are especially dangerous as they can poison a character and kill him outright. Out in the Wilderness there are a number of small caves and villages that you might randomly come across if you travel in search mode, not all these will appear. 1) A Small Cave containing some Giant Lizards, Minotaurs and treasure. 2) The Thri-Kreen Caves containing some Thri-Kreen and treasure. 3) The Anhkeheg Caves containing a Anhkeheg and some treasure. 4) A small Village with some Lizardmen and Mutant Lizardmen. 5) A Grove of Trees with some Stirge. THE SOLUTION NEW PHLAN After your guided tour of New Phlan, go to the city hall (4-3) and check out the proclamations posted outside in your journal, check these each time you pass, as others will be posted as the game progresses. Go to the clerks office (5-5) to find out what commissions are available. At the start of the game there will be three, clearing the slum area, clearing Sokol Keep and finding books, maps etc. Right now head for a weapons shop and purchase weapons and armour for your party then go to an inn and camp (these are the only places that you can rest within New Phlan). Have your cleric and mage memorise spells, it's probably best to have the cleric memorise cure wounds and the mage sleep spells. The training halls (7-2) are where you can get your characters trained to raise levels, when their experience gets to a point to go up in level, go to the halls and get them trained. The temples of Sune, Tyr and Tempus will heal your injured party members for a price and can even raise them from the dead should they need it. Information can be gained in the taverns but most of it is of no use. There is nothing of interest to buy in any other of the shops so its not really worth visiting them. SLUMS Once your party is prepared go to the entrance to the slums and enter them. Your tactics at this stage should be quick hit and run raids into the slums, kill off a few groups of Orcs, Goblins or Kobolds then run back out and heal up the party at one of the inns. After you kill off some monsters remember to pick up all their weapons, armour and money. After each foray head for the weapons shops and sell your surplus equipment, watch out while you are selling stuff, if the price offered seems very high in comparison with similar items then more than likely the weapon or armour is enchanted, don't sell these but equip your party with them. Go around the slums until you have killed off all the monsters you can find, leave the large groups of Orcs (10-1 and 3-3) until you have cleared out all the smaller bands and search in all the treasure rooms to increase your resources. You could visit the Fortune Teller (3-5), but this serves no useful purpose and just costs you money. Visit Ohlo (13-10) and accept his commission to pick up a package for him, go to the booth in the rope guild (15-12) and say to the owner "Ohlo" and he gives you the package. Return to Ohlo and give him the package, don't try to haggle with him, he pays you well for your work. In the slums don't bother going after the monsters in the rope guild (0-14) as at this stage of the game they will be much too strong for your party to deal with, leave them alone for now and come back when your party is better able to destroy them. When you enter the Market Place (3-8) you hear a couple of interesting bits of information, make a note of these. KUTO'S WELL Once the party has wiped out all the monsters in the slums except those in the rope guild head east through the tunnels to the area around Kuto's Well, again use hit and run tactics to wipe out all the monsters you can find in this area before taking on the Lizardman and Giant Lizards guarding the boarded up door (7-13). Once you have slain these go south into the room to meet with an old woman (7-14) who will give you some good advice. Search the room to find some useful armour and arms then head back to the City Hall and visit the clerk. You will now be paid for clearing the slums and told of another commission to find information about a weapon that is being auctioned in Podal Plaza. CATACOMBS Once you have rested, trained and equipped your party again, head back to Kuto's Well, remembering what you heard in the Market go down the well (7-7) and amongst the catacombs down here you find the bandit band of Norris The Grey. Slay the bandits to find a piece of paper on Norris The Grey's body and take over his hideout which makes a useful base of operations and saves you from having to go back to the hostels of New Phlan to rest up. Once rested up, return to the surface and head out of the area to the west into Podal Plaza. PODAL PLAZA When asked opt for going in disguise and talk slyly to any monsters that stop you, they will then leave you alone, go to the auction (7-4) and get closer, make a bid then follow the Ogre that runs off. Make your way back to the City Hall and visit the clerk again, you will be paid for disposing of Norris the Grey and for the information about the weapon, the clerk will then tell you of the events in Valhingen Graveyard and of a special commission from junior Councilman Cadorna. Go east to meet Cadorna (6-5) and learn that he wants you to bring a family treasure from the Textile House. Now go to the passenger dock and take the boat to Sokol Keep. SOKOL KEEP Before entering the keep, search the courtyard to find the remains of a dead elf (6-13), search the remains and read the scroll, interpret the runes, these are the passwords required whilst in the keep. Enter the keep and when you meet up with an undead patrol, parley and say Shestni (the first of the words on the scroll), the patrol will then let you go. You can now just answer yes to saying the password whenever you meet a patrol or fight the patrol, but be warned, if you fight other patrols will come quickly. Search around the keep and slay the poisonous frogs (14-7) and Giant Scorpions (2-10), save your game before fighting the Scorpions as if they manage to bite they poison and kill instantly, you'll then have to have the character raised from the dead at one of the temples in New Phlan which will cost you dear. The Scorpions will regenerate whenever you enter this room from the south. Near the frogs there is a hammer to be found, but this is of no real use. Find the illusionary wall at the northeast corner of the keep (15-2) and go through, search this room to find some enchanted weapons and armour (15-0) then go to the main hall (8-5), save the game as you're in for a big fight here. After defeating the monsters go south to the altar where you'll meet a ghost (7-9), parley with it and say Lux, the ghost will give you some useful information and tell you another password, (the third word on the scroll). In the room to the west of the temple (6-2) some more ghosts will appear, parley and say Samosud and they will leave, search the room to find some pages from a diary and some gems. Now leave Sokol Keep and board the boat back to New Phlan, if you meet a patrol you will have to use the new password Samosud to get past them. Once back in New Phlan go to the City Hall to claim your reward for clearing Sokol Keep and to be told of a commission to clear thieves from Kovel Mansion and that the Bishop of Braccio summons you to the Temple of Tyr. Rest up, equip and train if possible, have your mage learn the Knock spell if he doesn't already have it then go back to the Kuto's Well area and leave by one of the southern exits to the library. MENDOR'S LIBRARY At the doors of the library cast the knock spell to open them, this is the only way to open these or the back door. Enter the library and search the bookshelves to find some books, take all these then search the rest of the library to find some gold foil and a manual. When you meet up with some Kobolds let them live for some useful information and have a chat with the mad man. It's no use letting him join the party as he just runs off at the first sign of trouble. Save your game position then go and slay the Basilisk (5-4), if you're lucky none of your party will be turned to stone, but if they are they can be turned back at one of the temples in New Phlan at a price. When you try to leave the library you will be attacked by Mendor's Spectre. If it manages to touch a character he will loose levels and experience points, these can be regained by casting a restoration spell on the character which regains a level per spell, but experience points above the original level of the character will be lost for good. Go back to the City Hall and claim your reward for the books. you will also be told of two further commissions to stop a Nomad band and a Kobold band from joining the enemy. Go and see the Bishop at the Temple of Tyr (10-5), he will ask you to help take back the temple in the eastern quarter and Dirten, a level 5 cleric, joins your party. TEXTILE HOUSE Go to Mendor's Library and take the southern entrance into the Textile House, fight your way to the Shrine (3-11) and kill the priestess and her guards, get the brass key then free the prisoner, "Skullcrusher", from his cell. He tells you where the hobgoblin leader has his hideout. Proceed to the secret wall (11-14) that he tells you about then go through and kill the Ogre and his cohorts. Take the chest but do not open it. While the party are here do a sweep of the southern area of the Textile House and wipe out any hobgoblins including those in the barracks (6-9), don't at this stage go into the area north of the barracks as there are a large number of undead Wights, Ghouls and Skeletons, and these might give the party some trouble at this stage. Make your way back to New Phlan and as you re-enter New Phlan the guards take the chest, go to the City Hall to claim your reward and the clerk will ask if you'll accept the commission to clear the Valhingen Graveyard, answer yes and the clerk gives the party a two handed sword +1 and +3 vs. undead. Rest up and train then head for the passenger dock and take the boat across the bay, enter the city by the north entrance when you arrive and you are outside the Kovel Mansion. KOVEL MANSION Enter the Mansion through the doors to the north then work your way to each of the treasure rooms, have your thief disarm traps on caskets and cabinets and get all the treasures. Kill off any thieves that you meet along the way. In one of the treasure rooms there will be some tapestries, these are not worth the hassle in getting them as they are very heavy so just leave them alone. Also visit the two rooms containing maps as these will be useful later in the game for finding your way around the maze in the castle. Save the old thief (10-12) for some useful information then go and kill off the main band of thieves (8-14) before returning to the City Hall to claim your reward. The clerk will also tell you of a further commission to find the source of the pollution to the river and stop it. PODAL PLAZA Rest and recuperate, it is now best to go on some character build up forays to get your characters' levels up, and clear out some of the areas not yet cleared. Head for Podal Plaza and kill any monster bands you come across, the party should be strong enough to defeat any that you come your way. Visit the Temple of Ilmater (14-8) and take it from the monsters, also visit the Temple of Ilmar (2-15) and the tavern (3-8) where you'll get involved in a big fight. Head back to the City Hall and claim the reward for clearing the plaza then head for the Passenger Dock and travel to the north side of the bay. WEALTHY AREA Enter the city by the south entrance into the Wealthy Area of the old city. Clear the area of any monsters you find. When you need to rest head into the area surrounding Kovel Mansion that you've already cleared. Get any useful items and pieces of paper, free the Goblins' Slaves then return to the City Hall to claim your reward for clearing the area. The party should now be strong enough to take on some undead so equip one of the fighters with the enchanted two-handed sword and head back to the Textile House. TEXTILE HOUSE Patrol around the Textile House and kill off any Wights, Ghouls and Skeletons that you find there. Don't forget to pick up the diary page as this will give you some useful information. The best way to kill off a group of undead is to have the cleric turn them then have the mage pick off the monsters with either a fireball spell if they are grouped together or with magic missile spells if they are spaced out. Nip back into Podal Plaza or the Library outskirts to rest up and heal. Once the area is cleared head back to the City Hall and claim the reward then rest up, get trained and go to the passenger dock. NOMAD CAMP Take the boat to the east then after disembarking head northeast fighting off and attacking groups of monsters along the way to grid reference 25-11 where the party will find the Nomad Camp. Parley with the Nomad Leader then agree to stay. The camp will be attacked three times by large bands of Kobolds. Have the mage memorise fireball and sleep spells in readiness then when the Kobolds attack have him cast the fireball at a large group of the Kobolds preferably where the archers are. Mop up the first wave with the fighters then when the second wave arrives lob a couple of sleep spells into them again where the archers are and again mop up with the fighters, the third wave can be destroyed in the same way. The Nomad leader will reward the party for their help then ask them to leave. Rest then heal up the party and head west to grid reference 10-9 where the party find a Dragon's cave. Ask the dragon for advice then head south and east to the boat at 20-29 and return to the city. Go to the City Hall to collect your reward and learn of another commission to stop a tribe of Lizardmen from joining the enemy. Rest, heal and train the party if necessary and go to the passenger dock. RUINED CASTLE & CATACOMBS Take the boat to the east and when the party disembarks go northeast to grid reference 37-8. Enter the castle, none of the party's magic will work whilst in the castle and the tunnels below it. There are a number of tunnel entrances that lead down to the catacombs below the castle and it doesn't really matter which the party go down first. Do NOT go straight north from the castle entrance into the ruins in the centre of the castle as when the party arrive at this location all the Lizardmen and their Giant Lizard guards will come up from the catacombs and overwhelm the party. The castle courtyard is quite safe for the party to explore except as stated above. Go and collect the treasure from the ruined building in the east of the courtyard then go down into the catacombs from any of the entrances. The party will be met by the Giant Lizard guards, after fighting and defeating these return up and leave the castle. Rest and heal then enter the castle again and go down into the catacombs again. Down in the catacombs there are a number of pools, when the party approaches one a number of lizard men will come out and attack the party, fight these and kill them then search the pool to find some treasure and at three of the pools, a shield +2. If the party is still in good health move away from the pool then approach it again and kill the next batch of Lizardmen that appear from it. Don't bother search the pool again once you have searched it, again if the party is still in good heath move away and approach the pool again then kill the next batch of Lizardmen. If the party is in poor heath return to the surface and leave the castle, heal up and rest then return to the same pool again. There will be about eight batches of Lizardmen to kill and once they have been all killed it is then safe to search the rest of the pools in the catacombs and collect the treasure and shields from them. Once this is done return to the boat and go back to the City and the City Hall to collect the reward and learn of another commission to rescue the Heir to Bivant from the Buccaneers Camp. BUCCANEERS CAMP Go to the passenger dock and take the boat to the west, once the party have arrived travel west to grid reference 12-31 to be escorted into the Buccaneers Camp. There are three methods of rescuing the boy from the camp the first is to fight and destroy the buccaneers, this is not recommended it is almost impossible to win this fight, when you attack the first barrack full of buccaneers, there will be about twenty of them, on defeating them about another fifty will appear with no break for your party to recover there will be a few fourth level fighters amongst them. On destroying this wave another will attack without a break and this one will contain some seventh level fighters and the captain who has a very low AC and 110 hit points and who is almost impossible to kill as your party will have been damaged by the previous fights with no chance to recover. The second method is to buy the boy's freedom, wander around the camp until the party meets up with a shifty-looking guy who will sell them a pass to see the captain, buy the pass then go and see the captain and mention the boy to him, he will offer to sell him to you but this method will cost you nearly all of your money. The third method is to distract the guards who are guarding the slave pen, go to the animal pens and open the gates to them. In the ensuing confusion of stampeding animals go the slave pen and bash down the gates, enter and get the boy then go straight to the gates of the camp and leave before the buccaneers can recover and come after the party. Once the boy has been rescued head back to the boat and the city. Go to the City Hall and collect your reward and learn that the Councilman Cadorna has another job for you, go south to meet the Councilman and learn that he wants a package taking to the Zhentil Outpost. @~We'll head there next issue for the conclusion of this solution. - o -