POOL OF RADIANCE - Part 3 Solution by Philip Reynolds @~Concluded from Issue 49 Going Through The Maze Walk into the southern room and the party arrive in an east/west passage. Go east then south through the arch to another arch leading south, continue east then south then go east along this passage until you meet the cleric, talk nicely to him and he'll ask you to help him by breaking down the wall that he has already started to demolish, break down the wall and the cleric will escape through the hole, the party can also leave the pyramid through this hole should they wish. Go west, north then east to a hidden door, then go east through it and north up the passage to the teleport at the end, this transports the party to a small room. Take the eastern exit from this room then go south, east, east, east, south, east, north, north, and west to another teleport that has two destinations. Walking straight into the teleport transports the party to a passage leading north and if the party throws a rock into the teleport then walks into it, it transports them to the passage leading south. ZHENTIL KEEP Go to the Passenger Dock and board the boat to the west, go west after the party disembark to grid reference 3-32 where the party will be met by riders from the keep. Tell them that you are the envoys and they take you into the outpost and in to see the commandant. After giving him the letters you are shown to a room where you can either rest until dinner or go out and start a fight. If the party starts a fight it will continue from where you kill the attackers who will try to kill you while you sleep below. If the party decides to rest they will automatically be taken to the Mess Hall where they have dinner and can have a conversation with the commandant after which they are shown back to their room. Set a sentry as the party will be attacked when they sleep, kill the attackers then the follow up guards when they appear. Leave your room and head outside where a large force of Guards, Aides and Corporals will attack under the leadership of a Dwarf. Use the technique of lobbing a fireball into the massed guards to thin them out while the fighters and cleric deal with the front ranks, concentrate on the Dwarf at first then switch to the rest of the guards, have the mage pick off the remaining men with bows using magic missiles and keep a few of the guards intact to stop the next wave from attacking before the party are ready to face them. Once all the attackers are dead except for the few that have been kept alive, the party has two options; either leave the guards alive and go to the main gates and make good their escape back into the Wilderness or heal up using spells and potions then kill the remaining guards. If the party kill the remaining guards another wave led by the commandant and a mage will attack, again lob a fireball into the massed ranks and have the cleric cast a silence 15' radius spell at the mage to stop it using its magic, concentrate on the commandant and the mage using all the party. The commandant is very difficult to kill so have the mage hit him with spells as well. Mop up the rest of the attackers using sleep, hold person spells and the fighters, once you have killed enough the rest will surrender as will the rest of the keep. The party can now leave in safety as there is nothing else to do here. Return to the city and the City Hall to claim your reward and learn that Councilman Cadorna is a traitor and should be killed on sight. The party will also be asked to go south and see Von Urslingen who will ask them to infiltrate the Stojanow Gate and hold it so the city guard can take it over. Leave the City Hall then rest, heal and train. STOJANOW GATE Make sure your cleric has a silence 15' radius spell then go west to Podal Plaza and north into the area around the Stojanow Gate. Don't go near the wall or the gate just yet, wait around in the street to the south until a man driving a cart goes past, parley with him and buy his cart then go to the gate but keep away from the wall. Pay the Bugbears their bribe to get through the gate then go either east or west to one of the tower entrances and go up into the tower, there will be a Fighter, a Mage and three Ettin in the tower. Attack them, have the cleric cast the silence spell to stop the enemy mage using his magic and have the mages fire magic missiles at the Ettin to weaken for the fighters to finish them off. Rest and heal then leave the tower and go to the other tower and repeat the procedure to clear this one. Rest and heal again then go to the gate and attack the bugbears guarding it. Have the mage lob a fireball into the middle of the bugbears then go in with the fighters to mop up the remains. Go out through the gate and the city guard will take over the towers and gate. Return to the city hall to claim the reward and be told to lead the assault on the castle. TEMPLE OF BANE Rest, heal and train then take the boat from the Passenger Dock across the bay, enter the Wealthy Area by the southern entrance and leave by the western exits to the temple area. Go round to the temple entrance and enter the temple then go through the temple to the Altar (14-8). Destroy the Altar, and the priest Mace and a horde of Orcs will rush in and attack the party. Use the well tried technique of a mage fireball into the ranks whilst the cleric uses a silence spell to stop Mace using his magic then concentrating on Mace and mopping up the remaining Orcs. Once the enemy has been defeated Dirten will leave the party. Search the temple for any treasures, there should be three lots hidden under trapdoors in the floor (5-5, 9-12, and 12-9) then return to the city to rest and heal, there is no need to go and see the clerk as there will be no reward for this excursion. VALJEVO CASTLE The castle is divided into four quadrants and three main areas. The areas of the castle are the outer wall and buildings, the maze and the central keep. The party entering from the Stojanow Gate arrive in the southwest quadrant, outer wall. Clear all the buildings in this area, accept the disguise offered by the women in the Laundry (12-13) and kill the priest and acolytes in the temple (2-2). The Smithy (3-14) may or may not be inhabited by a Dwarven smith and some Fire Giants. Go into the southeast quadrant, outer wall and clear this area, there are some Hill Giants in a barracks and some Giant Snakes so have the cleric memorise Snake Charm before entering the northern most building in this quadrant. The party will find a deep well (15-9), have a member dive in and retrieve a sword from the well. They will also find Councilman Cadorna (14-10), just kill him as he will be of no use. Enter the northeast quadrant and go to the third building north of the entrance. Here there will be some slaves one of which will give you a piece of paper, decode this to gain a password "Harash", now if the party meet up with a patrol parley with it meekly and say this password and the patrol will leave you alone. Clear the other buildings in this quadrant. There is an armoury in the northeast corner that can only be entered using a knock spell, and a building with Fire Giants, after killing these the party will find a piece of paper, decode this for two passwords, one of which they already know, the other "Rhodia" will get them through the gates into the maze area of the castle. A fighter will come out of one of the buildings, parley with him meekly and say the password. If the party kill him an alarm sounds and a patrol appears. Enter the northwest quadrant and clear the buildings in this area, there will be two barracks with Hill and Fire Giants and another inquisitive fighter. In a small building in the northwest corner will be two Hill Giants, after killing them search this room for a potion. Now go to the inner gates and say the password to gain entrance to the maze area. Go into the building in the northwest corner and have a chat with the mage there, then work your way around the maze quadrants to the buildings in each outer corner and dispose of the Giants and Trolls at each of these locations. Now have the party make its way to the central building in the south east quadrant, enter the building to meet up with a man pretending to be Tyranthraxus. Kill him and his two thieves then leave and have the party make its way to the central building in the northwest quadrant. Part of the southern wall in this room is illusionary, go through this wall and up the stairs to a landing with a secret door to the north, take the eastern stairs back down and kill the Medusa in this room then return back up and go through the secret door. To the east from here there are only some empty rooms and a room containing a trapdoor that leads down to the Medusa's room. go west and through the door at the end of this passage, parley with the messenger and after he has left enter the door to the south and have a chat with the man in this room. Let Gheengis join the party and go back north and west to some stairs leading down, rest and heal up then cast all the protective spells you have on the party and use any potions of speed, strength etc. on them as at the bottom of these stairs is the Pool of Radiance and the real Tyranthraxus along with ten level 8 fighters. Go down the stairs and use the fireball and magic missiles spells on the fighters, don't bother holding any fireballs back to fight Tyranthraxus as these won't work against him, the only spells effective against him are magic missiles. Have the cleric cast hold person spells on the fighters and keep at least one alive so that the party can heal up before facing up to Tyranthraxus. Once the party have defeated the fighters heal up with potions and spells then kill the last fighter. Split the party up around Tyranthraxus as most of his spells will affect more than one member of the party if they are close together. Attack with fighters, thief and cleric and have the mage cast magic missiles, until they defeat Tyranthraxus and he is taken back by Bane through the Pool of Radiance. The party then automatically go back to New Phlan, enter the City Hall and go and see the clerk to receive the congratulations and a reward of experience points, gems and jewellery for completing the game. - o -