Walkthrough forPool of Radiance

Introduction

Pool of Radiance is Strategic Simulations' first AD&D CRPG set in the Forgotten Realms.

You create six adventurers and they are deposited in New Phlan. New Phlan is a small, civilized area of Phlan, governed by a city council. This council hires adventurers to clear the rest of the city of monsters so that all of it can be civilized.

These monsters are under the rule of a mysterious "Boss." Your objective is to liberate the city from monsters, discover the identity of the boss, and defeat him in battle. Once the Boss has been defeated, you've won the game, even if you haven't killed all — or even the majority — of the monsters!

The many battles your adventurers have are viewed in a separate, generic location. All the characters are animated icons that can be arranged to engage in sword fighting, arrow shooting, fireball throwing, etc. Either the battles are fought between you and the computer, or the computer handles it all in "Quick" mode. Quick mode is recommended except when your adventurers get in trouble; in that case, hit the space bar to control them individually.

The game involves a series of individual adventures. Most are given by the Clerk of the City Council as "Commissions." There are also adventures found through tavern rumors. The recommended order: map New Phlan, then clear the Slums, Sokol Keep, Kuto's Well, Podol Plaza, Cadorna Textile House, Mantor's Library, Kovel Mansion, the Wealthy Area, and finally the Temple of Bane. Find the Dragon, complete the Wilderness quests (nomads, kobolds, efreeti), then clear the Graveyard. Finish remaining Wilderness commissions, then take on Stojanow Gate and Valjevo Castle.

Creating Adventurers

A solid party consists of a human cleric, a human fighter, a half-elf cleric/fighter, two elf magic-users/fighters, and one elf fighter/thief/magic-user. Generally you need two clerics, at least two magic-users, a thief, and at least four fighters. Races that can combine fighter and magic-user roles are especially efficient.

Female elves have a maximum strength of 16. The Gauntlets of Power, found during the adventure, raise this to the male maximum of 18. Half-elves advance fewer cleric spell levels than humans — check race limitations on the back cover of your manual before finalising characters.

You may freely adjust attributes at the start of the game. Maximising all attributes is strongly recommended; there are very few opportunities to increase them during play.

New Phlan

Using the map in your Adventurer's Journal, explore New Phlan to locate key services. Several Inns are in the southwest section. Shops — open only during daytime — allow you to exchange gold pieces for platinum. A Jewelry Shop is accessible through an adjacent building; it lets you convert heavy gold into lighter jewelry.

The various taverns are a good source of gossip and low-stakes brawls for early experience. The Hiring Hall has fighters for hire; a powerful hero demands four shares for his services. Training halls around the city will train characters to higher levels and teach spells once sufficient experience is accumulated.

The City Council Clerk gives out Commissions and rewards for completing them. Avoid fighting city guards at all costs — doing so causes shopkeepers and temples to refuse service until a mission has been completed.

The Slums

The first Commission is to clear the Slums of monsters. Early encounters involve Orcs and a Goblin Armsmaster with students. A detect magic spell reveals treasure hidden among monster loot. A Gypsy fortune-teller in the area is best left alone. An illusionary wall in the northwest corner (0-0) conceals a large cache of treasure.

A magic-user named Ohlo asks the party to fetch a potion from the Rope Guild. The man holding the potion will hand it over when Ohlo's name is mentioned; returning it earns a good reward.

Heavy combat throughout involves Kobolds, Hobgoblins, Monster Guards, and Monster Leaders. Sleep spells are effective against Goblin Guards and their archers. A dangerous encounter with Trolls and Ogres in the south (0-14) requires careful tactics: hold the front line, use ranged fire against the Trolls, and exploit the Ogres as an inadvertent buffer. After killing Trolls, stomp and hammer the bodies so they cannot regenerate.

Note: The Slums are considered cleared after fully mapping the block and accumulating 15 random encounters.

Sokol Keep

Sokol Keep sits on an island a short boat trip from Phlan. Outside the main gate, the bones of a dead elf yield a scroll bearing three words: LUX, SHESTNI, and SAMOSUD.

The Keep is patrolled by Undead Warriors. Parleying with them using the word SHESTNI sends them away. After speaking with Ferran Martinez, only SAMOSUD will work. Dispel is effective against them in combat. A massive force of Orcs and Hobgoblins — sent by the Boss — ambushes the party in a room just north of the Altar room (8-5); sleep spells on enemy archers and front ranks are decisive here.

At the altar (7-9), the specter Ferran Martinez materialises. Parleying with him using the word LUX and then telling him the truth about the state of the city reveals a secret treasure room in the northwest corner of the Armory (15-0), accessible through an illusionary wall at (15-2). Additional haunts in room (6-2) yield more treasure when approached with LUX.

Note: The Keep is considered cleared once Ferran Martinez has been told the truth. Shipping lanes then open to traffic. Leaving the Keep before doing so resets all Undead Patrols.

Kuto's Well and Podol Plaza

Kuto's Well

The Well itself is the main point of interest in this block — it serves as an entrance to the catacombs where Norris the Gray and his bandit horde are based. Defeating Norris clears the block. A small treasure is hidden under a hag's rug, and a much larger one lies elsewhere in the catacombs.

Podol Plaza

The party passes through Podol Plaza initially on a Commission to attend a disguised auction (7-4). The required information is obtained without drawing attention; then the party withdraws.

When returning to clear the block, a secret temple at (2-15) provides healing while working the nearby areas. Entrances are at (3-13) and (3-15) — opened by bashing, lock-picking, or a knock spell. A bar called The Pit (3-8) harbours a buccaneer whose magic items can be won in a duel.

Note: Podol Plaza is considered cleared after ten random encounters, but cannot be cleared while on a mission.

Cadorna Textile House

Councilman Cadorna personally commissions the party to rescue a missing adventurer and recover his family treasure from the Textile House.

Thieves' Guild Tunnel

A dry well in the northwest section (0-3) leads underground, but only a skilled thief can make the descent. It connects to the Thieves' Guild headquarters, whose guildmaster uses tunnels beneath the city to deliver the party to a well inside the Textile House compound (5-11), in exchange for a share of the treasure.

Rescuing Skullcrusher

In the first building entered (3-11), killing a Priestess yields a key that frees the captive adventurer: Skullcrusher. He joins the party and helps locate the treasure box via a secret door at (11-14).

The guildmaster opens the sealed box, takes a share, and reseals it. Cadorna rewards the party for returning the box with its seal intact. Skullcrusher departs once the party reaches City Hall.

Note: The area is cleared after defeating the ogre leader and completing ten random encounters. If the box seal is visibly broken, Cadorna greets the party with threats.

Mantor's Library

The Library door can be opened with a knock spell, sufficient strength to bash it, or a skilled thief. Valuable books are scattered throughout the stacks:

  • History Section: Lex Geographica, History of the North, Grand Historian's Records of the Arts of War
  • Philosophy Section: Fyerdeth's Discourses on Power, Urgund's Descriptions of Darkness
  • Health Book: Contains a constitution-improving spell; worth 25,000 gold pieces if sold.

A Basilisk (5-4) must be killed quickly before it can stone party members. A specter librarian confronts the party at the exit; a dispel weakens it sufficiently to finish off.

Wealthy Area and Temple of Bane

Note: Neither block is considered cleared until you win the fights in the Mansion and defeat Mace's followers in the Temple.

Bishop Braccio in the Temple of Tyr assigns Dristan, a 6th-level gnome cleric, to accompany the party to the Temple of Bane.

Kovel Mansion

Hidden treasure fills nearly every room of the Mansion in the centre of the Wealthy Area. Goblin Slaves in one room carry important information. Bodies of Bane followers yield a Leather Symbol, which is needed to enter the Temple.

Temple of Bane

A blind orc guards the Temple entrance and admits only those carrying the Leather Symbol. Three caches of treasure inside (5-5), (9-12), and (12-9). Mace and a large force of followers attack — a very tough battle in which Dristan may fall. If he survives, he stays to begin rebuilding the Temple. The defiled altar should be destroyed before leaving.

Kovel Mansion

Note: You cannot rest in Kovel Mansion until all thieves have been cleared out.

The Mansion north of the Wealthy Area is infested with Thieves who ambush and retreat. It is better not to chase them — instead, explore each room carefully. Traps, ambushes, and treasure are plentiful throughout. Intelligence gathered here confirms that Cadorna is not to be trusted, though whether he is the Boss remains unclear.

The Wilderness

The Silver Dragon

Acting on tavern rumours, the party sails west and locates the Silver Dragon (10-9). He is an ally, and directs the party east to a Kobold Cave to retrieve a silver bottle.

Nomad Camp

En route, a camp of Nomads (12-11) comes under attack by a large force of Kobolds in three waves. Helping the Nomads earns substantial experience and treasure, and fulfils the Commission concerning their potential allegiance — the Nomad Chief pledges not to join the Boss.

Kobold Cave

The Kobold Cave lies a day's march east of the Nomad camp (6-15), with two entrances. The left entrance (the small cave) leads into a maze. Inside, Princess Fatima — held prisoner — joins the party and proves a fierce fighter. A Wyvern guards the large cave entrance. The throne room triggers three waves of monsters; use Continue Combat between waves to heal as there is no chance to rest.

The Kobold King ultimately dies by his own hand. The party finds a brass bottle — not silver, the Dragon being colour-blind — containing an Efreeti who promises future aid against the vampire in the Graveyard.

Note: The mission is fulfilled when the King is found dead. Princess Fatima departs upon leaving the cave.

Sorcerer's Island and the Pyramid

Sorcerer's Island (6-16) is reached by following the river north, finding a rowboat on the shore of Lake Kuto, and rowing across. Inside the Pyramid:

  • A long main hall contains two doors; one leads to a room with a transporter and a pile of stones. Throwing a stone into the transporter resets it.
  • Turn right at the first intersection, proceed to the end, throw a stone into a second transporter, and teleport to the third level.
  • The password over the door — written in Dethek — is NOTNOW (Commodore 64) or NOKNOK (other versions).
  • Beyond the door is a room of machinery. Destroy the machinery and exit immediately; an explosion follows.
  • Captured Lizard Men in a nearby room reveal their friend word: SAVIOR, once spoken to kindly.
  • Defeat Yarash and his Mutant Lizard Man guard. The final teleporter setting returns the party to the main level. The second transporter on the main level is a trap leading to a monster-filled maze; a mad priest inside knows a secret exit.

Note: The Pyramid is considered cleared after destroying the machinery and defeating Yarash.

Lizard Keep

The Lizard Keep is in the Eastern Wilderness (11-8). Presenting the friend word SAVIOR leads to a meeting with the chieftain, who asks the party to fight a duel for tribal leadership. Victory earns a pledge not to support the Boss.

Note: It is also possible to clear the Keep by exploring its catacombs and swimming all pools — some contain valuable treasure including a +2 Shield. Either approach fulfils the mission.

Buccaneer Camp

The young heir to the house of Bivant is held in the Buccaneers' base camp in the Western Wilderness (12-31). He can be found easily; the party can escape by stampeding penned animals, or fight through every pirate in camp and claim the captain's armor and weapons.

Note: This camp can only be found after receiving the Commission to rescue the heir, and cannot be re-entered after the rescue.

Zhentil Keep

Cadorna's Commission sends the party to Zhentil Keep — almost certainly a trap. After a wary dinner with the Commandant, the party stays awake armed and ready. The Commandant's forces attack during the night; the party must kill the Commandant and fight through multiple waves of soldiers to escape.

Note: Escaping via the front gate early in the encounter avoids the worst of the fighting. Escaping the Keep fulfils the mission.

Vahlingen Graveyard

Upon returning to City Hall, the party learns that Cadorna has been exposed as a traitor and has fled — a Commission is issued to hunt him down. Before that, the Graveyard must be cleared.

Cast Protection From Evil and Prayer before major battles here, particularly at the Mummies' Crypt (10-11) and a poison-gas room (1-13). Dispel handles most Specters and many other undead effectively. Improved armor and weapons can be found at (8-2). An evil magic-user offers assistance — refuse him; he turns against the party when the Vampire is fought.

The Vampire is encountered in two stages. First, defeat him through a secret wall entrance (15-1). Then pursue him to his Crypt (12-3) where, with the Efreeti's promised aid, he is destroyed for good.

Note: Save frequently and leave to rest and heal between forays. Restoring drained levels via scroll is possible but costly — every drained level loses both experience points and the training for that level, requiring re-training to recover lost spells.

Stojanow Gate

The Boss lies beyond Stojanow Gate. The Gate is held by Bugbears and Ettins. Knock spells are needed to open the Gate itself.

Note: A subtler approach is available during daylight hours — a merchant selling a wagon will appear; using the wagon as a disguise allows the party to sneak past the Bugbears and catch tower guards by surprise. Once cleared, city guards from Phlan hold the Gate open.

Valjevo Castle

Note: The Castle is divided into four sections. The first section entered is the southwest section.

Southwest Section

A laundry room in the far southeast corner of this section (12-13) provides disguises to avoid challenges from Giant Patrols. A Smithy (3-14) can be robbed of armor at night. A Bane chapel contains a few coins and two cursed swords best left untouched — kill the Priest instead and take his magic necklace, each bead of which is a fireball spell.

Southeast Section

Castle gates at (12-8). The cell at (14-11) holds Cadorna, chained and beaten. The Commission from City Hall calls for his death — freeing him instead causes him to follow the party and supply the gate password: RHODIA.

The Hedge Maze

Maps found earlier trace the route through the hedge maze. The southeast maze section is shown on page 19 of the Adventurer's Journal, the northeast on page 29, and the northwest on page 42. Note that the page 19 map is inaccurately drawn; a clear path through to the northeast section does exist.

A door into the central tower in the southeast section leads only to an impostor claiming to be Tyranthraxus. Continue north into the northeast section, then west into the northwest section. A back door to the tower is there; an illusionary wall immediately to the right conceals a stairway leading up.

Central Tower and the Final Battle

Avoid the room with the trap door — a Medusa below can stone characters with her gaze. After parleying with messengers working for Genheeris, find Genheeris in his office, defeat him, and proceed into Tyranthraxus's lair. He waits beside the pool in dragon form.

The final battle is formidable. A party Fighter may be turned and fight against the party. Defeating Tyranthraxus ends the game.

Note: Entering the castle via the northwest gates leads to a series of teleporters that also eventually reach Tyranthraxus. At guard posts in the northwest and northeast sectors, parlaying using the Meek option and the password HARASH allows escape without battle.

Tactics and Secrets

Choosing the correct Parley tone often avoids combat entirely. Use Abusive with Trolls, Zentarian Patrols, Thri-Kreen, and Driders.

Beyond the main quest, the Southwest Wilderness contains the lair of the Thri-Kreen (the Insect People). As a lair, it moves and is difficult to locate — as are the lairs of other creatures scattered throughout the Wilderness. Additional adventures remain available even after Tyranthraxus has been defeated.