Pool of Radiance Ruins of Myth Drannor - part 5 Solution by Vic Horsley Continued from last issue House of Gems. Go up the steps to this ruined Temple, inside you will meet three gargoyles, try to keep in the open it can be a little awkward if you get caught behind the stonework, then move up the path and you pass through a picture gate, into the Northeast Area. Go to the left [west] hugging the southern boarder. Just past the large stone slab you will see a tree, as you near it 4 undead will engage you. Don't run north here, stay put. After killing two or three of them another group further north will come in, let them come to you, it is reasonably easy to take out half of them with your magic if you stayed put as said. From the fight go to the far left and turn north, infact hug the perimeter and go all the way round, providing you don't stray in towards the centre, there will be no encounters, this will also help you map out this area. When you arrive back to the spot that you entered this area, it might be a good idea to check your health and magic. If you are low go back down to the Crypt and rest, otherwise it will be too tough. Back at the top, move in towards the building, "House of Gems", 5 undead will meet you all are soldiers except one, don't open any doors, now go left around the building close to the walls. At the Northwest corner of the low wall is a round building [Forge] and here are 3 undead with another 5 a little way to the west, all will join in this fight so be ready for them. Rest in the forge and move on east along the wall with the half pillars, as you near the Dome move out a little, 8 undead are behind the tower, if you stay in near to the wall, it is hard to see what you are doing but out in the open it's the same as any fight. After encounter move to where the undead came from and search the area, it's a small courtyard, to the lower left is a plinth with a pair of booted legs on it, you can click on this, there are no traps. To the east of the courtyard and in the top right corner of this building, is a tower with a broken dome, there are 3 soldier undead guarding a chest [they are quite strong], it holds a staff. Go to the east around the tower [it's the tower you came out through, from the dungeons] to the front door, stop here, a look at your map will reveal that this whole area is now visible, it is now best to check your health [you can sleep in that last tower if need be] make sure they are all fully topped up. Arm each of them as best you can with the heaviest weapons you have, for the next move magic is of no use, so make sure your magic users have stout weapons, when all this is done, save your game before going through the door. Inside in this first room you meet a Golam, the only thing that harms him are the heavy weapons, so forget anything else, on first entering he is in the top right corner, so stop, and organise your party. You only have a couple of moves so use them well. Put your cleric to the back [he or she can heal as needed] push your best fighter a little forward, that's about all you can do before the Golam makes his move towards you, he only needs a couple of swipes to lay you flat, so get everyone up to him for at least one strike. A good tip to remember is the Golam glows from faint to deep red periodically, when he starts this make your strike, it's when he's at his weakest, if lucky you are able to get in two strikes, this will help finish him off quickly, it will be more than luck if you finish this encounter intact, it will probably require resurrection or a trip back to the tree. All over and all fit, in the same room is a chest, in the left hand corner, get the axe and key. Now on to the second room to the right, be careful it's trapped. From the four holes in the top wall come electrical bolts, they definitely kill if you are even a little weak, take one of your strongest take him up the side of the left wall to the top, then make sure you are in run mode and run him over to the right-hand side and straight down and through the door way to the right, you need to keep him moving to do this, you will no doubt take hits anyway, check your health and take a potion if needed. Retrieve the Key from the chest, and go back to the doorway that's nearest to you, there should be a small cross like mark in the door post, put the key into this and the lightening bolts will stop, it is now safe to bring the whole party over to this side. The closed door is the one you were unable to open when going up the Tower from the dungeons, it is now another way into the dungeons should you need it, both the stone stairways arrive at the same location, so go up and meet "Harldain Ironbar's Ghost", it is not possible to converse with him at the moment, take the door to the left. Both stairways here can be used but there's nothing to see so go to the left along the wall. As you turn to the north two gargoyles block your path, no problem, go to the dome and walk along the platform around it, then down to what is a small enclosed courtyard. It is best to stop your party at the top of the flight of wooden stairs, take your two strongest down halfway [no further], then one by one bring the others behind them. At the bottom are 3 giant Scorpions, who later are joined by 2 others, these here are quite deadly, as you move further down the stairway try to keep your magic user's to the rear of the party and use them to strike the back marker scorpion, from the relative safety of the stair, now use your fighters to block the stairway and also take on the leading scorpions. There is not a lot left to do here, go a little to the north from the stairs to see a body pinned to a beam, pull out the sword [Flame blade] and the body will speak, the spawn will be released and the egg sacs around should collapse, if any still pulsate just slash them with your swords. The water will now run pure, look around the area but there's nothing else to do, so return the way you came to "Harldain Ironbar". It is now possible to understand "Harldain Ironbar" when he speaks, so ask all questions and trade with him, then leave the building the way you came, go down into the Glib Gardens and to the stone circle with the ornate statue like city well, it will now appear active, click on it and speak with the water Nymph, she is looking for water bells, so help her out, now save game [most important]. Turn back the few paces to the stone slab, remember I said to leave it when we covered this area, walk on to it, you may have to try it a few times to find the right spot [there may be a problem here, in that the program things that you have covered this area at a earlier time, and it will not open the way, just move your players about it and keep clicking, if this fails reload the game and try again, it does work] before crashing through to the tomb below. Dwarven Ruins-Ancient Tomb: There's only one way out of here, so go to the right and through the doorway to the short passage and up to the first door you see, first smash the logs then place your party at the door. When opened it will reveal 2 undead and a wraith but be careful because from behind you will come 2 shadow men. When it's over, from the chest retrieve the necklace that lets you understand the gargoyle language, now you can rest. Go along the bottom wall smashing the logs and crates on your way right, the next room [or tomb] has a Naga or snakeman inside, he shoots poison at you but it has little effect [had you come here at a earlier time in your travels, it's unlikely you would have survived, just move your fighters right up to him from the outset, a couple of swipes and it's all over, open the chests and get Gloves, Boots and Necklace, go through the secret door into the next room [no one in here], get sword and Armour for Sorcerers [very good but very heavy]. Come out of the door and walk right up to the end of the passage, smash the items here and return the way you came to the door. Now go left and north to the very top of this area keeping to the left hand side, the top room has 5 soldier undead, the chest in here is open but trapped. Get your rogue to make it safe and get another small head [skull]. From here go south. Follow the road down south and east, it comes to a tomb where you see a light pulsating, open the door go in and close the chest, this will stop the light, it will also bring a wraith from the left hand room, so place all your players to the right. As their turns come up, just move them around in this vicinity until the wraith appears through the doorway, then it's easy. When annihilated the lights will come on and you can proceed into the left room, here you will find the scroll of "The Singing Word". Come out of the rooms and go as far right as possible, the door can be opened because you have the Glyph, these doors will now take you to "The Halls of Stone", the sealed area. Two wraiths are waiting for you, on dispatching them, open chest and get armour, then go and open door in next room to the left, now go back to the surface via the stairs over to the mid right of the dungeon. Surface North & Central: Now would be a good time to call back at the Tree for a little more information. Go to the shop if need be, then cross over to the central area and follow the path down to the two circles where the gargoyles are still waiting to speak to you. Say you are the ones, that is what they want to hear, the 'Tusk Lord' will come. Be careful where you place everyone here as he is very strong. Some of your weapons won't harm him but you will soon work out which ones [magic does work], When done he will leave a key and the block at the side when touched will release another Orb, to fly away to the 'Orrery' [Giant cracked egg]. If you have any fatalities, then you should visit 'Odelinde' a little way to the east, then go to the dungeons. The Deep Halls - Mopping up: The place to go to is the room close to where you released 'Nottle' from the cell, it's on the West side close to the main teleporter. This room is held by the 'Dragon Glyph' and you should now be able to pass through [if you are still unable to pass this door, it will be necessary to return and do this after you start the Catacombs, I will point out later, when to do this]. There are 4 or 5 very strong mage in this room and the idea is to get to the chest before you kill them or they disappear [it's very unlikely you will get to the chest]. Concentrate on getting rid of them, toss in a couple of Fireballs, that will sort out the men from the boys, when done rest here and save. Walk through the swirling blue teleporter and be transported to the room to the East, that is blocked by boulders. The first thing you see is 3 'Arracaats' just above you, they do not cause much of a problem. To the right of this room [it's a library] is a scroll, it teaches you 'The Word of Splashing'. It's the 'Water Glyph' and your whole reason for coming here, there is nothing else, so just walk around the area and teleport back. To the north of where you are now in the 'Deep Halls'. About half way up is one of the two sections on this level where you need the 'Water Glyph'. Go through the double doors, there's nothing in the first room, the next holds 3 undead and a wraith that comes through the wall, the barrels in the third room are all empty, leave these three rooms via the top door. It comes into a small courtyard, with one room from it, inside are 2 wraiths and a chest, kill the wraiths and get a 'Water Bell', leave this area and go to the east where there is another section held by the Glyph. This one is a little tougher than the last, go through the double doors [this again is a library] 3 wraiths waiting. You should be strong enough to beat these whichever way you prefer but if you have any problems with this, then stay at the main door, let them come to you and use 'Turn undead', while swiping them. You find nothing in these three rooms so go to the top double doors. Place your strongest to the front and open the doors, between the remaining two rooms are 6 Shadow Wraiths, turn undead works very well against them, although you sometimes need to get in one strike for it to work, the chest in the second room is empty but look around for the bag that they leave, this contains the second water bell, there should now be nothing left to do in the 'Deep Halls' and you need one more bell, so move on. The Halls of Stone - Mopping up: Go to the top left hand corner [NW] of this dungeon, through the double doors in to a courtyard. The path goes up between two rooms [there are no enemies about], the left hand room has two chests [axe and sword], the other is empty. Go to the top of the path, there is only one room left, this has two doors, it doesn't matter which you open but as you do 3 wraiths come from behind you, so take note, kill them and get the final water bell. The well in the room is empty and the chests hold gold, no traps. This dungeon is also now completed, so take the bells back to the 'Water Nymph' in the Glib Gardens and speak with her, she will give you three items for the bells and you will also receive advancement points. If you wish a trip to the 'House of Gems' would also reveal a couple of useful items to purchase, but watch out for more gargoyles as you enter this area, they can be a nuisance. Now go down to the Southern area. Look in on the Wizards, rest and go out to the half arena [amphitheatre] in this area and go to the middle, just below the steps. As you move in a swirling blue cloud will appear, this is a teleporter and you should step into it. Catacombs-First Cellar: Come out of the circular room go east to the wall, then head north, smashing the logs and crates on the way. As you go past the back of the circular room some Drow will appear. They are very strong in large numbers but you will only see between 2 and 4 at this spot and they shouldn't cause you any problems. After that scuffle carry on north. The first door to the right holds 2 wraiths, it is also where the stairway will take you close back to the spot that you were teleported from. All the nasties down here are stronger than anything you have seen up to now, so bear that in mind when attacking, now proceed north again, through the next door, smash all the tables and chairs, if you have a mind to. Go through the next door to the north-east, a few paces to the north is a room laid out like a meeting place. There are 12 undead here but a round of turn undead, followed by a few slashes and another turn undead, cleared the lot, but to do it like that, it is no good just rushing in, so take it slowly. Above is a very small room, there are only 4 or 5 undead here, the same manoeuvre works for them, get some gold after fight. On the west side of this area is a door leading to the south-west but it's locked and needs the 'Rusty Elvin Key'. Just above this, to the north is another door, it needs the 'Old Elvin Key, you can go no further this way for now, so return to the circular room. From the gate go east again to the passage a few strides away, a little way down here and as you make the turn south, is a hidden door in the north wall, you may see a light coming from the room. In here is a very strong mage [he is a liche], he is surrounded by a protective barrier but it won't stop you, it is very important to get your player up close to him as quickly as possible, this will stop him using some of his magic and also save your lives. He cannot survive your weapons, or can he, his protective sphere does not disappear with him and 'Dispel Magic' does clear it either, so get out of there quick, find his life box and destroy it. Carry on down the passage [or road] to the junction, the other side of the wall in front of you holds four rooms, the door is to the west, first three rooms hold nothing, the fourth has a 'Mohrg' [extra strong undead] inside, kill him, smash the coffins and get the staff and gems, then leave these rooms. From the door directly north on the opposite wall is another door, head for that, it holds 2 wraiths. Kill these you need them out of the way, the door in here needs a key, it is up to you but this room is a good base in which to tackle the next problem. To the west of you and outside this door are three rooms, they are Orc headquarters and hold about a dozen of the big brutes, they are also extra strong in both weapons and magic, the only way I could get rid of them was to lure them either to this room or just outside, that way they come individually and you are not overrun, but to do this is not easy, as you have to stretch your party and then bring them back one at a time Concentrate on the headquarter's top door and place your party between that door and this door, make sure your strongest are nearest to the orcs, and then open their door. You need to place one foot inside to engage them, also your program will be telling you that your party are too far apart. To overcome this, make sure whoever is your leader is in the middle somewhere, once engaged start pulling your party back one at a time [not one player all the way but 1 to where 3 is, 2 to where 4 is, 3 to 5 and so on], if you can get half of them back into the doorway and also manage to draw the orcs with you, you'll win, but it does take some time, so save first and give it a go. If you find it still not possible to do and you have not yet achieved the 'Water Bell' retrieving from the dungeons, go back and do this, it will help build up your strength and possibly give advancement to some of your party. Back in the Catacombs and having destroyed the orcs you have a choice of where to go, either past the door of the circular room and through the room to the south west, where you will meet a very strong team of 'Drow', who are hidden behind a wall and have magic darkened [use dispel magic to see them]. You need to spread your team, or you will be destroyed by fire, try to get the mage in the middle first, this will really help your chances. It would be a much more sensible ploy to leave those drow until later and go north, where you will be able to open up most of the dungeon. I cannot express enough how important it is to save at every turn, around every corner is danger and much more so down here. As the layout is the same as the previous dungeons, it only leaves me to point out a few points, which could otherwise be difficult, in the top left hand corner of the dungeon is a ladder to the second level, but getting there is awkward, as you complete each room [there are six before the ladder] make sure you are fit and if need be retreat to the previous building and recover before moving on to the next room, this is particularly important with the fifth and sixth rooms, take my word for it, as you will not be fit enough to get through both of those rooms in one go. There are a number of keys to pick up but most of the chests are not trapped, however it would be advisable to use your Rogue and search these first, there are also quite a few secret doors in this dungeon, so press up against all the walls as you go. On the far north-eastern side is a room with another ladder down to the second level. Apart from a few skirmishes, most of the fights are large and can catch you out, be prepared to back all your players into the last safe room or corner that you left, it sometimes means forgoing a turn or two, but can give the best result. The hardest of these may be the south-east corner, there are three rooms joined by a back courtyard, in these rooms are numerous drow and scorpion like creatures, they can overwhelm you if you just rush in; so do this; below the rooms outside is a corner, where you will need to get your party into, but first you will need to stretch them up the length of the building to the top door. Leave the bulk of them at the bottom turn, put your leader just past the first door and then one other member right up to that top door, now move the rest of your players up as far as possible towards the apex. Get your player to open that top door and as soon as possible, click on and attack the drow when it appears on the screen. There should now be enough moves for you to move all your team right back to that corner, so protecting them on three sides. Place a poison cloud on that bend because that is where the drow will stop [and attack you with magic and arrows], keep your fighters to the front and start with bows. Your magic users should use their scrolls to begin but not all magic works so concentrate on keeping your fighters alive, if after all that you are still unable to destroy them, look at the section on the 'Lower Keep', there lies a remedy. In the middle section of this cellar, is a room that holds, what should be your final 'Orb' [you will now be able to use the Spinning Spires], the door behind the orb goes to the tree, if you use it to visit the tree, go east over the bridge and use the spire there to return to this spot. Unlike the previous dungeons, once you have cleared the areas of foes, that is not the end of it. Should you go back, you may very well find others to fight, so be aware of this and do not walk around with half measures of health. Further west of the orb room, against the Western Wall is another room, with a ladder down to the second level, before descending you will meet a group of 'Ghost warriors' who will warn you of the drow in the south. The drow have a habit of hiding behind walls and pillars, so be careful when going around these walls or entering any rooms with pillars, if you have any doubts push one player out ahead as a scout, also make sure you destroy completely any boxes, some 'Liches' keep their power in these and if not destroyed, the liche will keep regenerating. There are some useful items, armour and weapons to pick up on your journey around this cellar but bear in mind, that the weight could cause you some problems, especially when in combat, so you might like to consider off loading it when you go to the orb room, although 'Nottle' doesn't seem interested in you now, instead use that spire by the tree to go to the 'Ormyrr' in the southeast, trade with them and return to the 'Catacombs' via the spire a little way to their west. More next issue - o -