Pool of Radiance: Ruins of Myth Drannor - part 7 By Vic Horsley Concluded from last issue Catacombs - The Prisons: Arrival here is by one of the only two entrances to the prisons, the other is not available to you, until you get a long way round this level. This is the very south western corner of a dungeon that is almost a reversal of the one above [only in its layout] and you need to go East, then North, then West and finally South. Although you have to go as above there are still many side pieces to fill in. Don't leave any as some of the things you pick up down here are important to the game, the first section is like a large square with two exits on the Eastern side, one in the north part and a wooden gate at the Southern part. From the ladder go along the southern edge East moving from room to room, the denizens down here are in greater numbers and stronger, be prepared for some really long and hard fights, almost every room contains a fight, drow, arraccats, cult soldiers, wraiths, gargoyles, shadows and mage. Having gone as far east as the wooden door, it's about half way across, stop and leave the door closed, move to your immediate north, to the room here, after the fight get the key that will open the next door for you. Now come out of this room and go back all the way west to where, you will open that sealed door, it is probable that you will meet a party of drow on your way here, so be ready. It is now a matter of going around this area in a clockwise direction and search every room, it is also advisable to block all doors and entrances by using two of your strongest warriors. This is very important, as you can't possibly survive many encounters unless you do, so don't open any doors until they are in place and saved. When returning to the gate in the south, go through it but be careful. There are a couple of really hard fights in what is a type of compound with several rooms and cells. One fight on the southern edge of the compound, is tricky, as you touch the door or go into the cell one to the west a green radiation is emitted, in it's self it should not cause you any problems, it drains but very little so ignore it, but enter this room quickly with all your party. Get right inside and close the inner gate, leave the outer door open. There are a couple of undead inside here to deal with but your biggest problem lays outside, from where a large party of undead and mages [liche] attack you, block the gate with at least one fighter and use much magic [it will travel through the railings]. This is a good example of what to expect further round this level, getting sandwiched between attacking parties happens a few times, from this encounter. There is a room a little to the east that lets you escape this compound and is also a place to rest. Directly north of the green room but quite a long way, is a triangle shaped area, it is blocked by a temporary wall that has access at either end, it is also guarded by many drow and you need to clear these to gain entry. There are some nice items to be had from the chests, it may be necessary to have your rogue click several times on these chests to open them, In the top corner of the triangle and in the last chest, the ghost of 'Hachaam Selorn' will be revealed, listen to what he has to say and take his sword to his coffin in the 'Dungeons' [you can do this when you come to the next ladder to the tree, go up it and from there straight to the dungeons, do the job and come back the same way], where he will tell you about the 'Baneblade', he will also give you the 'Rivening Word' to get behind the 'Glyph of Moon'. Now move east and north through many encounters both large and small, at the Northeast corner you will find the only other save way out of here, it is a ladder to the Tree, It is important that you carry out Hachaam's task now, it will help you to proceed. It may also be a good time to visit the tree. If you find your friends missing and a band of cult soldiers there, dispatch them and go through the blue teleporter that you will see behind them, on the other side you will be at the northern part of the 'Second Cellar', it's the area you were unable to enter when doing that level. When finished return the way you came, should the scenario not be like this then go to the tree when finishing this present level. Back in the Prisons, go West a short way through more rooms, then North a short way before turning West again, most of these rooms contain some kind of foe, although a couple are empty. You are now about half way across the very top of this level and about to approach a room that has a stairway to the southern part of the city, Do not go up this next stairway to the southern city. There is no way back to here. If you do go up by mistake, find your way back to the tree and come back to the last ladder down from there and follow through to this position. Go west you will now be in a large square section with many buildings and rooms. This square goes to the south tapering off to a corner in the South-west, it almost touches the area already completed at the beginning of this level. First of all push to the far North-western corner, beware. There are many cult and mage around, you are nearing the end of this level and the groups are getting larger and more powerful, save and block all doorways before going through them. Going South you will come to a room that has three doors, go in the first door there are only two cult members in here, get all your party in and get rid of them. Now clear the back room and rest, leave all your party in here except one fighter, get him [her] to open the other doors of the first room but only place one foot outside the lower room. This will engage a number of cult who will attack from all directions. Now get that fighter back to the inside door and protect it with one other. If this is achieved you will now be able to beat this attack. Now clear the other rooms in the vicinity before going south through the passage of the two rooms to the last section. Out in the courtyard you bump into more cult and in the Northwest room [it has a secret door] are a band of shadows, using turn works well and should only leave you with one or two to deal with. Now go south to the far corner, before opening the gate, for which you now have the 'Glyph', save your game and rest if needed. The last room on this level and not so easy, as you open the door a mage will poison you and another will send a fireball, these will not finish you but will leave you very low on health, so before opening the gate keep your party as far back as possible and be prepared to retreat them even further over the next few moves, it will also help to cast bless on your party, use fire and electric charges from a distance. When finally into the room and in the middle you will meet the ghost of 'Miroden Silverblade', he is the protector of 'Baelnorn' but grows weak, listen to his story and he will spirit your party away to safety [actually it is in a round room in the middle of this level and can be seen on your map], he will talk of 'Gems' and 'Anorrweyn Evensong', pick up all the spoils from the chests that he offer's and go through the blue teleporter. The City: You surface in a dome just north of 'Anoraweyn's' shrine, visit and she will advise you on what to do next, she says to go to the 'Castle' but first you must visit 'Harldain Ironbar' in the 'House of Gems'. If at this stage you were unable to go to, or could not see the teleporter in the tree, then go there first. If at a earlier try you were unable to cross the bridge between the north and central parts of the city, do not worry now, as this route is open once again, a call in on 'Nottle' at his wagon is also possible if you now wish to take 'Tudo' the rogue into your party but he won't trade with you. On the way to see 'Harldain Ironbar' in the 'House of Gems', the cult will try to stop you, they are all over the city, although these parties are smaller than the ones you encountered down below and therefore less powerful. If you with to gain some experience at this time and also earn some extra points, a trip around the city wouldn't go amiss, it will mean fighting the cult and a few other groups but there is nothing that you are unable to cope with at this time. Now to meet 'Ironbar', take note of his questions and answers and take the Tumble bar, it will open the statue base on the far side of this building. This is also a good time to sell him any items that you no longer require. Place the Tumble bar into the statue base and descend the steps, smash the stone markers, open the chest and retrieve the 'Green Emerald of the Weave', as you come out of this underground room, a group of cult will be waiting for you be ready for them. Go to the Dragon Spine, you get there by opening the gate previously sealed, that is next to the 'Wizards Hall' in the southern city, as you walk up the path, several Dragon-Kin will appear these are similar to gargoyles and cause little problem, at the top click on the spine, you will be taken into a film sequence. Transported back to the lair of the 'Baelnorn' you are met by 'Anorrweyn' and 'Miroden Silverblade', listen to what he has to say, he gives you the Word of Redemption 'Ethgonil' and opens the gate into the Castle, then the ghosts disappear, rest your party, save and go through the teleporter. Castle Cormanthor-Castle Passage: This is one long passage, with rooms and cells off to either side. There are no long off shoots apart from one smaller passage near its end, it does meander all over this area but you just need to keep pressing forward, open every door as you go. The first room from the start, is slightly to the north, it has a stairway that goes to the Southern City, just north of 'Anorrweyn' and close to the dome that you came through earlier. There are a couple of wraiths and two undead in this room. The next room that you come to [the door opens and points Southwest] contains Dragon-kin. There appears to be, only one. When the door opens but it calls several other's that take up positions around him, the aim is to kill the central one but it may be necessary to kill the others in achieving this, it is really tough and you will not survive if you just rush in, so try this, initially don't go near the door but place your whole party close to the wall to the south [where the blacked out corner is], you will be at a slight angle to the door. This is preferred as the dragon-kin shoots powerful poison at you and one hit will kill some. Now save the game and send your leader half way to the door [still at an angle], send one other player [a fighter] past the leader and to the door to block. This will now engage the dragon-kin, use plenty of Fireballs, Searing light and Magic Missiles. This does take a little time so don't rush it, it works really well. Now get 'The Baneblade', it's a good idea to equip this now, just south of this room are four Arraccats, so don't go past where I said until the room is completed, then take care of them, no problem. The passage goes on and through two rooms [small fight] out into a courtyard, go to the door to your right, these are cells, after another fight get key and talk with 'Athan', who is a prisoner in the cell to the south, listen to him and decide whether you want him to join you or otherwise, look in the other cell and then cross the courtyard to the other door, go through, open the other cell doors as you go, some fights, one of these cells holds a list of all the prisoners here but you cant take it with you, so make a note of what it contains. There is a fight in the last of these three rooms, be aware as magic is used. Also watch your back as another cult party may attack from the other side of the passage. Now move on and through another two rooms and another encounter, none of these fights should give you any real problems, be alert to them just in case and watch your health. Now there is another set of cells and skirmishes, you come to a 'Lizardman', it's up to you what you do with him but he does say 'he likes humans' and that 'they taste very nice', or words to that effect. After killing two dragon-kin and getting the key to her cell, you find 'Nathlilik', after listening to her, decide if you want to release her or not, remember she is supposed to be on your side [maybe and maybe not]. The passage now takes a long dive south passing through a few rooms on the way, at the bottom turn. There is a door in the wall, it goes to the Tree, to the left of this door you come to a large open space. There are two fights going on here and you are dragged into them, but you are able to fight these from a distance, so use magic where possible. This area also has two exits, one to the North [this leads to the passage end] and one to the Northeast. First go up the small passage to the Northeast, it opens into a wider area that has a round room in its centre. This room has a door at top and bottom, open the bottom door after blocking it, inside this room are ten undead [Mohrg], firebombs will take care of them, smash the box to kill the liche, just north through the top door is another mage beat him and move on up through the pillars, be careful the barrels are trapped. Now on to the conclusion of this small passage but it leads nowhere. Go back to the main passage and North, it comes to a crevice with a bridge over it, before crossing this bridge make sure you are healthy and save [if you need to sleep, go back to the round room], it will be necessary to place your party on the bridge and two players [one the leader] over the other side, this is the only really awkward fight on this level. There are many cult mage and dragon-kin and they all attack at the same time, as soon as you engage try to get your two leading players back to the others at the bridge. This is your best chance. If done like this you will be able to pick them off relatively easily. When done place the gem in the well, which will collapse it, search this large area and move on up the passage north, do not touch the Golams who would have attacked you if you had fought your battle in this cavern. There is only a small walk to the end and maybe a scrape with two dragon-kin, at the stair check you health. If not 100% go back to the round room and rest. Now head up the ladder. Castle Cormanthor-The Grounds: Into the daylight again, the first thing you encounter are several dragon-kin, they are no real problem but the reason you need to be fit when coming up the ladder [stairway]. This area is not very large but there are a number of very awkward encounters and only one place where you are able to rest within the grounds. From the doorway go first to the left [west] and north it is a very small section but will uncover this part of the map, a probable meeting with a couple of dragon-kin but nothing much, follow the western wall up and the castle wall back to the door and save. Just to the east of the door are some steps going up to a path that rises higher, leave this path until later and go east along the bottom path against the wall, after a few steps save your game, we are going to try and get to the only resting place in this area, but have to pass another set of steps, all of which have enemy along them. There may also be enemy coming from the east. If this is so you have two choices one to fight them [its hard at this stage], the other to reload and try again, they are not usually there the second time, another thing to do here is keep very close to the southern boarder, especially as you run past the small Minaret [tower], your destination is the furthest stairs[or steps] to the East. When you make it save again. Place our fighters on the bottom of the steps and the other party members behind them, it may be necessary for you to walk one fighter up some steps but try not to move the others, this fight needs a little patience but once over you can go up and rest. This is your only rest place in this area but easy enough to get back to. Now back the way we came the steps by the Minaret lead to a platform containing several cult members but you can deal with them by blocking the stairway and lobbing magic at them. If you need to rest after this, which is most likely, go to the resting platform and then return to the first set of steps that you were told to leave, the steps close to the door through which you came. These steps go to a long turning ramp that rises up towards the castle, half way up and you will come across 3 mage, several cult and a few dragon-kin, on to the top of this path, where there is a fire shrine surrounded by several dragon-kin and to the east of this on the steps are four mage. This is one fight but use incinerate on the mage, helps a lot. Stay on the same level but push a little west to the next set of steps. If you stay at the bottom of these steps, throw incinerate to the top this will reduce the power of the 5 cult and same number of dragon king, you will get a letter from these. Turn back east and go up the other wider steps. This will lead to the Drawbridge, on the path to this are 5 dragon-kin, lower the bridge. If you wish, it is now possible to go out into the city and 'Odelinde'[the Naga] will restore your points if you go to her, unburdening yourself with item's not required is also a good idea, so you could sell them, the only enemy met while doing these things, was a group of cult in the southern area when going to sell items but they caused little trouble. From the drawbridge return to the western steps, the ones where you picked up the letter, go up and to the bottom of the next set of steps, do not go up but place one fighter on the first or second step. This will engage more cult at the top, they will come down the steps but only one at a time, as there is no room for two abreast, cast incinerate at the top of the steps it will slow them down besides taking some of their points, incinerate also belays magic users from casting their magic. This fight is not over with this group, they will be joined by others from the east of this platform, the fight is not hard but requires patience, once completed the out side of the castle area is clear and you can roam around freely. Go up the steps to the top, look around and then go through the broken glass canopy to the castle door and enter. Castle Cormanthor-Dragon-kin Aerie: From the door you have to take the path behind you, it winds around and down to the left, you will meet two dragon-kin fairly near to the top, it is then clear to the bottom. When you get near to the bottom of this ramp, at the point where it straightens out, stop your party place one fighter at the front and save the game. Now fire a arrow at one of the dragon-kin. This will engage them and they will attack, they can only come up the ramp one at a time but there are many of them and also some cult, again it takes a little time but is the safest way. This room is small, so you can see all of it, search but the only things to pick up are the spoils in the central area. There are two other exits from here, the one to the left goes up to a small walkway between the castle and a tower, it has a small band of cult on it but nothing else, go back down the steps and take the other down stairs to the right. Castle Cormanthor-Silverspear Armoury: There is one large fight in here but providing you are healthy, there's nothing to worry about and you are quite capable of handling it. When the battle is over smash the 'Vessel of Souls' and find a stairway beneath it, the two chests in the corner are trapped and hold potions scrolls and a letter, once this armoury is cleared, you are able to rest here. Castle Cormanthor-Hall of Armathors: When you first arrive here 3 or 4 cult are close by and there are three others behind the stairway, fight these and stay near to this stair. If after dispatching these 6or7 you need rest go back up to the armoury and sleep, the next fight is a real tough one. Back in the hall which is oval shaped and to the right are a large contingent of cult, they are spread about a bit and in smaller groups but all join in the same fight, a small corner is needed for protection [though they throw so many spells at you, no where is safe]. I found the best place for protection was against the North wall between a pillar and what looks like some bales or it may be stone blocks, place two fighters between these two items and save. Now move one of those fighters forward to engage the enemy by firing an arrow, then get back to the others. Try to get as many incendiary spells lobbed at the groups as possible, not only does it weaken them but also prevents the mage from casting their spells, one of these spells will take care of the mage [four] to the north east if fired at the centre of them, but be aware of the two in the centre right [one is close to the other but hidden behind the pillar], they can cause you most damage. It is necessary to watch the cult and the dragon-kin but get rid of the magic users first, it is a lot easier to work once they are out of the way, use some of your protection spells on your team before you start and remember some of these will run out before the battle is over. It is very important that you rest before tackling the next level, also make sure you have your own game and one other game [the auto will do], save them both, you cannot rest on the next level. It not possible to go down the stairs to the east of this hall, at least not at the beginning, so use the teleporter to move on. The Pool Cavern: See the map in the Screenshots section When you first land here, the attack comes from three directions, so look around you, each group has a mage, try to take care of these first, it is a lot easier to fight with them out of the way. Travel to the east side of the cavern going along the south edge. This will help map out the area, then go up the east side to the pool, as you arrive at the pool you will be asked questions. If you answer these questions, it is a trick and will involve you in a fight with several groups of cult. This fight is very hard and uses a lot of your resources, which you may require a little latter, it is also unnecessary to do at this stage in the game. Clicking on the bottom line by agreeing to carry on with your quest will save you being annihilated, so carry on to the top of the east side, past the mage with the protective shield around her, just pass through it, behind her in a small alcove, is a large blue gem. If you click on this gem, it will summon 'Miroden Silverblade' and the 'Baelnorn', it will also draw you into a fight with 3 Mage, all are 'Kya Mordrayn', it is best to fight these three up close, they cannot use their magic so well and it will save you losing out. When 'Kya Mordrayn' dies it tears a hole in the web of spells protecting the pool. This lets 'Anorrweyn Evensong', wield the power of the 'Mythal'[she also restores all of your party to full health] but it also brings the 'Dragon Pelendralaar' and this beast takes some beating. Pelendralaar will come from the left to the place where you have just fought 'Kya', magic hurts him little, although 'Magic missile' gets some hits and all conventional weapons will damage him most. If you are all near to him on his turn, he will eliminate at least half your party with one swipe or fire, you have to keep some players away from him, plenty of health spells are needed as well as 'Raise the dead' but you are only able to raise your dead with the dragon moved. This means drawing him away and then restoring life but there is one easier way of finishing him. The easiest way to eliminate 'Pelendralaar' is to trap him on the south side of the pool, just below where 'Kya Mordrayn' was. There is a thin strip where the path narrows you must trap him in there, it's done by running your team away from him in a clockwise direction, stretch them as far as you can with each move and make sure the dragon comes after you [if he doesn't, push one player back a little towards him and try again] it may be necessary to go around a couple of times to get him in the correct place. If you can get him into that narrow path and some of your party back to the place where 'Kya' was, with just one player to the far left of the dragon, he will be stuck. Now move that one player around to the others. If any of your party are killed before you complete these moves, go around again reviving them on the way. The moves described above sound complicated but they are not and it's quite easy to do. Now take one of your fighters [with a bow] and come down the right wall [East], to a position directly right of the dragon [if he didn't move with you all in the area to his north, then he shouldn't move now]. When the turns come around just move the players in the north around a little [not too far], you cannot fire over the pool, the Bowman should fire his arrows, not all will strike and it can take a very long time, to make it a little quicker bring a couple of others down to the Bowman [slings will do if they do not have bows], do not bring all players down as the dragon will definitely move and all will be lost. When 'Pelendralaar' dies the game goes into a film sequence and the game is basically over with the 'Pool of Radiance' destroyed, however you can if you wish carry on. There is not much to do unless you didn't finish all of the tasks [you can still do these], a trip around the different non players in the game will bring thanks and gratitude but that is all there is. The End July 2002 V.H. - o -