POOL OF RADIANCE - Part 2 Solution by Philip Reynolds @~Continued from Issue 48 KOBOLDS CAVE Rest and let your mage memorise strength, fireball, magic missile and sleep spells, have the cleric memorise cure wounds, hold person and one find traps spell then go to the passenger dock and board the boat for the west, go north to grid reference 32-15 and the party will be attacked by Kobolds just before they arrive there, kill these then rest and heal. When you arrive the party will have the choice of entering either a large cave or a smaller one. Don't enter the smaller one as there is a water trap just beyond the entrance where the party loses some of its items and as these may be important ones it's best not to lose anything. Enter the larger cave and follow it round here, you'll meet up with a Wyvern, kill it then take any of its treasure that you want, there is a lot of it. Continue north to meet up with another band of Kobolds, slay these and you'll meet up with an injured Kobold who will give you some information. Go back south then cast the find traps spell and enter the tunnel to the west. You could have your thief try to disarm the traps in this passage but the much easier way is to wake up the drunken Kobold and have him show you to the audience chamber. Once there go south through the western exit, don't go north or you'll end up in a fight and there is something else that needs doing before this happens. Go down the passage to the west and follow it round to the north until you meet up with Fatima, a fifth level fighter who wishes to join the party, let her join then reorganise the party so that she and Dirten are in the second rank. Go back round the passages and enter the audience chamber from the southern entrance, it is best to keep to the eastern side of the audience chamber as this gives you a better chance when the fight starts. Go north and the party is spotted and ends up in a fight with about forty Kobolds and five Trolls. At the first opportunity have the mage lob a fireball spell into the massed Kobolds near to the back, try to get as many as is possible in the field of the spell and also the Kobold leaders at the back with the bows. Next have the mage cast a sleep or the cleric cast a hold person on a group of Kobolds on the edge of the fight as you need to keep these alive as long as possible. While this is going on have the fighters concentrate on the Trolls where possible. Now have the mage fire magic missiles at some of the Trolls but keep a couple in reserve. If the mage has a wand of magic missiles expend all his own missile spells before using it. Keep up magic and fighter attacks on the Trolls and have the party members who can't hit the Trolls kill off any Kobolds that come close. Once the party has killed off all the Kobolds except those that were disabled by the sleep or hold spells and the trolls, quickly have the characters use any cure potions they have with them and have the cleric cast all his cure wounds, concentrate on your main party members first. Don't spend too long doing this, about a maximum of four or five rounds is the limit as the trolls will regenerate and attack again and we don't want this to happen. Kill off the remaining Kobolds and a second wave of attackers will start to attack. The reason we kept the disabled Kobolds alive was so that the party could heal up before this next wave attacks. The second wave consists of another forty or so Kobolds and about six Giant Wild Boar, the party will also be hit by missiles from some hidden ballista, again at the first opportunity have the mage lob a fireball spell into the massed Kobolds near to the back, try to get as many as is possible in the field of the spell and also the Kobold leaders at the back with the bows. Next have the mage cast a sleep or the cleric cast a hold person on a group of Kobolds on the edge of the fight as you need to keep these alive as long as possible so that you can heal up again. While this is going on have the fighters concentrate on the Boars where possible. Now have the mage fire magic missiles at the Boars to help out the fighters who should have been attacking these. Keep up magic and fighter attacks on the Boars and have the party members who can't hit the Boars kill off any Kobolds that come close. Once the party has killed off all the Boars and Kobolds except those that were disabled by the sleep or hold spells, quickly have the characters use any cure potions they have with them. Then kill off the remaining Kobolds and a third wave of monsters will attack. The third wave consists of about twenty Kobolds, two trolls and the two Envoys who are fighter/mages. If there is a fireball spell left lob this into the ranks to catch as many of the monsters as possible. Try to get the Envoys or the Trolls in the effect of the spell if possible. Now hit the Trolls and Envoys with everything in the magic line that you have left as well as the main fighters. If all has gone well the party will defeat these but will have probably had most of the characters killed. Don't go after the king or explore the caves yet leave then and go back to the boat, return to the city and visit a temple to have any dead characters raised then heal and rest up. Go back to the Kobolds cave and start exploring, kill off any Kobolds that get in the way and pick up any treasure and note any maps that you find. When the party get to the King's chambers it meets up with a party of monsters consisting of a couple of Trolls, a couple of Boar and a few Kobolds. With the party in good health these will present only a small problem, kill them then search around the king's chambers to find the Kobold treasure, which apart from a couple of items isn't worth bothering with, and a bottle, get this bottle as it will be useful later. Leave the Kobold caves and go back to see the Dragon at grid reference 10-9 for more information then return to the city on the boat. Go to the City Hall to claim the reward then rest, heal up and train the party. VALHINGEN GRAVEYARD Board the boat at the Passenger Dock to the north side of the bay then enter through the north entrance, leave the outskirts of Kovel Mansion via the northern exit and enter the Graveyard. Destroy the band of Skeletons close to the entrance then clear each of the buildings one by one. Have the fighters equip with the enchanted swords against undead, and the mage memorise fireball and magic missile spells before entering the graveyard. Watch out for occasional bands of monsters outside the buildings and for Wights and Spectres that can drain character levels and experience points. Use the restoration scrolls to give back characters lost levels if they are unfortunate enough to lose any. There will be a sixth level magic user who will wish to join the party somewhere in the graveyard, don't let him join as he will turn against the party when a fight begins. Leave the northeast corner of the Graveyard until last as this is where the Vampire resides. After clearing all of the buildings, rest, regain levels if necessary, and ready the bottle in the hand of the character who is carrying it. Enter the building in the northeast corner, go through the illusionary wall and answer yes when asked if the party wants to go down. Have the mage and main fighters attack the Vampire and the other party members the wolves. The genie will appear from the bottle and help the party. Watch out for the Vampire charming a party member, if he does and the member becomes a menace attack the member and kill him, once the Vampire and his wolves has been killed, search the room to find some treasure then leave the building and enter the building to the south (12-3) the Vampire will reappear here, so kill it again and it stays dead this time. Return to the City Hall and claim the reward then rest, heal up, restore lost levels and train if necessary. SLUMS Time now to do a little tiding up, go to the Rope Guild in the Slums and kill off the monsters there that were too powerful earlier in the game, they should now present no problem for the party to defeat, take any treasure you find and return to New Phlan. PYRAMID Proceed to the Passenger Dock and take the boat to the west, when the party lands travel north to grid reference 19-14 where the party will find a row boat that they can use to get to the Pyramid. Enter the Pyramid and go down the passage until the party reach two rooms leading off. These rooms are teleports, the southern room transports the party into a maze, the northern room can transport the party to two different locations, walking straight into the teleport transports the party to a passage leading north and if the party throws a rock into the teleport then walk into it, it transports them to a passage leading south. In the maze section there is only one thing to do other than killing off the roaming Driders, Thieves, Elves, Dwarves and Displacer Beasts and that is to help an old cleric to escape the Pyramid which gives the party nothing but the experience points for killing the monsters. Should the Party wish to do this see "Going Through The Maze". Don't walk straight into the northern teleport as this just takes you to an area where the only thing to do is kill off three Mutant Lizardmen and to gain some information from another group which is now of no use to you. Throw a rock and then enter the teleport, follow this passage round to another two destination teleport. Walking straight into the teleport transports the party to a passage leading north and if the party throws a rock into the teleport then walk into it, it transports them to a passage leading north with an archway at the end. Throw a rock and then enter the teleport, go north through the arch to another two destination teleport. Walking straight into the teleport transports the party back to teleport they just came from, and if the party throws a rock into the teleport then walk into it, it transports them to a short L-shaped passage with a door at the end. Throw a rock and then enter the teleport, and go round to the door, decode the runes and enter the password "Noknok" then go through the door and choose to destroy the machines, choose to destroy the machines a second time then run before the explosion catches the party. Enter the password and go back through the door, the party can now free some Lizardmen slaves who are in a room to the south and east of here, once this is done go through the only remaining door and destroy Yarash the Sorcerer and his Mutant Lizardmen. At the back of this room is a desk with some useful information on it and on the north wall a dial that can be set to four different colours. This dial affects the destination of a teleport in the northeast corner of the room. When set to blue the teleport transports the party back to the long passage at the entrance to the Pyramid, the other colours transport the party to three different store rooms where they can find useful items and treasure, ransack the three store rooms then set the dial to blue and transport back to the passage. Leave the Pyramid and travel back to the Boat and the City. Go to the City Hall to collect the reward then rest and recuperate. @~To be concluded next issue - o -