Pool Of Radiance

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Cheat :

Multiply items:Enter a town, locate a training room, and saved the game. Create a temporary character. Remove (not delete), one of your regular characters from the party. Add the temporary character to the party. Place the item or weapon to be duplicated into the temporary character’s inventory. Remove the temporary character from the party. Add the regular character back into the party. Remove all characters from the party, then reload the saved game. The item or weapon should be in both the original and temporary characters’ inventories. Repeat this process to duplicate the item or weapon as many times as needed. Quick gold:Create one permanent and six temporary characters. Add all six characters to a party and transfer all gold to the permanent character’s inventory. Have the permanent character buy any equipment or items. Remove the permanent character from the party. Create and add another permanent character to the party and repeat this process until all permanent characters have the desired gold, items, or weapons.

Walkthrough :

CREATING ADVENTURERS I had good results with a human cleric, a human fighter, a half-elfcleric/fighter, two elf magic-users/fighters, and one elf fighter/thief/magicuser. I could have done better! My two magic-users/fighters were female, and this caused a problem until Ifound Gauntlets of Power. Female elves are only allowed 16 maximum strength; theGauntlets improved them to the male maximum of 18. Also, my half-elf cleric was not able to go up in spell levels as far as hishuman counterpart. Look at the race limitations carefully before making yourselections! (It’s on the back cover of your manual.) Generally, you need two clerics, at least two magic-users, a thief, and atleast four fighters. The best way of getting all of this is to use races thatcan be fighters as well as magic-users. You are allowed to change your attributes in the beginning of the game. I gaveall of my characters maximum attributes; I was glad I did! There are very fewopportunities to increase the characters’ attributes within the game. NEW PHLAN (The following reports were written by my human cleric and alter-ego,”Preacher.” The coordinates are based on 0-15 maps. 0-0 starts at the northwestcorner, with the horizontal location listed first.) We found a map of New Phlan. (Note: It’s provided on the cover of yourAdventurer’s Journal.) Using that map we explored the city and labeled thevarious buildings. The first thing we needed to find was an Inn. We were tiredafter the long sea voyage to Phlan. The guards are certainly strict aboutenforcing the “no loitering” signs posted all over. Several times we tried tocamp in the streets, but the watch rousted us each time. We didn’t argue withthem; we just moved on. Eventually, we found several Inns in the southwest (4-12) section. We alsofound many shops (open only in the daytime) where we were able to change ourgold pieces into platinum (11-12). The Inns charged a single platinum piece fora stay. They wouldn’t take anything else. We found a Jewelry Shop (8-10). Its entrance was inside another shop (9-10). Wehad heard that there was a place to exchange heavy gold for light jewelry andwanted to know where it was, anticipating the riches we were going to earn! We picked up plenty of gossip at the various taverns in town (8-9). We also gotinto a few out-and-out brawls. They were great fun, however, with everyone inthe place joining in. We needed the experience because we were all so young anddidn’t have many spells or skills. We went to the Hiring Hall (7-2) and hired another fighter, who agreed to workwith us for one share. A hero also was looking for work. But because he was muchmore experienced than we were, he talked us into four shares for his services.We took him, but it rankled! Several of our mage/fighters had a couple of duels and usually ended up needinghealing. We earned a few extra gold pieces, but it really wasn’t worth it! We found various rooms around the training hall that were willing to train usall to higher levels of proficiency, and to teach us a few spells. But they saidthat first we’d have to get some experience! (Note: On page 35 of theAdventurer’s Journal you can find out how much experience is needed for whichlevel.) We looked the Temples over, but they were so expensive, and I was perfectlyable — along with the other cleric we had with us — to do the healing weneeded after battles. (As long as no one got killed!) None of them offered anyrates cheaper than any other, either. We learned very quickly not to fight with any of the guards in Phlan. We heardat the taverns that if you did, you’d probably get killed; even if you won, theshopkeepers wouldn’t sell anything to you, nor would the Temples heal you untilyou had finished a mission. We met a nice young lady who was the clerk for the city council (5-5). She gaveus our first commission, and promised a nice reward if we completed it. Thecommission? To clear the Slums of monsters. We marched forward with relish! POOL OF RADIANCE Part 2 THE SLUMS The eight of us had an easy time of it in the first few blocks of the Slums. Weencountered some Orcs and a Goblin Armsmaster with his students. The Wiz threw adetect magic spell on what we thought was just some of their junk, and it turnedout to be treasure! We had our fortune told by a Gypsy (we wisely didn’t attackher), and we found a little bit of treasure in a stable. But there was anillusionary wall up in the northwest corner (0-0), where we found a lot moretreasure. We met a magic user called Ohlo (13-10), who sent us to the Rope Guild to get apotion for him. We found the man with the potion (15-12), told him Ohlo sent us,and he gave it to us. We returned it and were well paid for the job. We killed off Kobolds, Hobgoblins, Monster Guards, and Monster Leaders. Wiz andWuz (the two magic-users/fighters) used sleep spells on some very tough GoblinGuards’ archers. It seemed like the fighting would never end at times! We encountered some very large Trolls and Ogres tossing things around (0-14).It was touch-and-go at first, but Lance (our human fighter) came up with tacticsthat saved the day. He and the hero held the front line, while Slye (thethief/fighter/magic-user) and the hired Fighter knocked their arrows andpeppered the Trolls. They left the Ogres alone; the fact that the Ogres werebetween the Trolls and us was the only thing keeping us alive! Wiz and Wuz alsoused their bows on the Trolls after they ran out of spells. Breed (the half-elffighter/cleric) and I kept the front rank healed with spells as well as wecould; the Ogres were giving them quite a pounding. Finally, we killed theTrolls, then quickly finished off the Ogres. I stomped on the dead Trolls andhammered them with my mace so they couldn’t regenerate. It was bloody,disgusting work, but somebody had to do it! (Note: If you have mapped this block completely, and have had 15 randomencounters, the section is considered cleared.) SOKOL KEEP After some well-earned rest back in the civilized sector, we collected ourreward from the City Clerk, and received a new Commission: Sokol Keep. We lookedon the map and knew that it was on an island — a short boat trip away fromPhlan. We went to the docks and booked passage. Sokol Keep turned out to be a foreboding, lonely place! Outside the main gatewe found the bones of a dead elf (6-13). Since a goodly number of us were elves,this caused some consternation. On the body, we found a scroll with three wordswritten on it. They translated as LUX, SHESTNI, and SAMOSUD. We entered the Keep and were quickly beset by patrols of undead warriors! Wetried out the words on the scroll by parlaying [sic] with the warriors, andfound that SHESTNI satisfied them and sent them away. (Note: After speaking withMartinez, only SAMOSUD will work.) But we were too bloodthirsty to be longsatisfied with this and finally started butchering them. I found that a dispelworked just fine, and Breed also used it. Finally, after killing off our fourthPatrol, we were allowed to camp and rest in peace As we entered a room (8-5) just north of the Altar room, we were assaulted bywhat seemed like thousands of Orcs and Hobgoblins! We found out later that thiswas a force sent by the Boss to stop us from clearing the Keep. Once more wefound sleep spells worked well enough on enemy archers and the front ranks toallow us to kill every last one of them. But we were fortunate to have the helpof the hero and fighter; otherwise, I don’t think we could have done it! When we arrived at the altar (7-9), a specter materialized and identifiedhimself as Ferran Martinez. We used LUX to parlay with him, and then told himthe truth when he asked about the state of the city. He told us about a secrettreasure room, which we found in the northwest corner of the Armory (15-0). Wewalked through another of those illusionary walls (15-2). There were otherhaunts we found in another room (6-2) who — with the aid of LUX — helped usfind even more treasure! All in all, the Keep was an enriching experience. But a sad thing happened inthe big Orc battle. The hero got himself killed, but we felt much better afterwe took his weapons, stripped him of some expensive plate armor, and threw hisbody in a ditch. At least he wouldn’t be demanding four shares any longer. I healed the hired Fighter; when we finally got back to the training hall, weall trained to higher levels — he even paid for his own training! (Note: The Keep is considered cleared once Ferran Martinez has been told thetruth. The shipping lanes will also be open to traffic. If you leave the Keepbefore telling the truth to Martinez, the Undead Patrols will be reset.) KUTO’S WELL AND PODOL PLAZA We got a commission to secretly attend an auction in Podol Plaza. On the way,we passed through the block known as Kuto’s Well. Later we would explore Kuto’sWell more thoroughly, but this time we just passed through it. (Note: There is not much of interest in Kuto’s Well, except for the Wellitself. It’s the entrance to the catacombs where one may find Norris the Grayand his bandit horde. Defeating Norris clears the block. There is some treasureunder a hag’s rug, but there’s a much larger treasure elsewhere in thecatacombs.) We disguised ourselves and found the auction right in the middle of the block(7-4). We didn’t want to get too close for fear of being recognized. We wereable to get the information we came for, then we left. When we returned to clear the block, we found a secret temple (2-15) which washelpful for healing our wounds while we were clearing the Textile House. (Theentrance doors are at 3-13 and 3-15. They are opened with bashing, picking, orknock spells.) There wasn’t anything else of interest in Podol except for a bar called The Pit(3-8). There we met a buccaneer, whose magic items we won in a duel! (Note: Podal Plaza is considered cleared after ten random encounters. It cannotbe cleared while on a mission.) POOL OF RADIANCE Part 3 CADORNA TEXTILE HOUSE We must have been doing an impressive job of clearing the city: CouncilmanCadorna personally gave us our next commission. Another adventurer had been sentdown to the Textile House to recover the Councilman’s family treasure, but henever made it back. Our job was to go rescue the missing adventurer (if he wasstill alive), and get the treasure. Our first stop was at a well we found in the northwest section (0-3). Thinkingit might lead to catacombs like Kuto’s Well did, we started to climb down. Itturned out to be a dry well all right, but only Slye was able to make thedangerous climb down the well. It led to the headquarters of the Thieves Guild!Because we were on a mission for Cadorna, the guild master took us — viatunnels — under the city to another well inside the Textile House compound(5-11). He told us to contact him again after we got the treasure, and he mightbe of further help. In the first building we entered (3-11), we killed a Priestess who had a keythat freed the adventurer we were sent to find. His name was Skullcrusher. Hejoined our party and helped us fight many a battle. He also helped us find thebox of treasure (through a secret door at 11-14). We took the box back to the Thieves Guild, the guild master opened the box forus, and cleverly resealed it after giving us the contents. He took a share forhimself, but since we were also rewarded by Cadorna for returning the treasurebox (seal intact), it was worth it! Besides, we were beginning to think thatCadorna smelled fishy, and that stealing from him wasn’t really like stealing. Skullcrusher left us as soon as we got to the city hall. It was probably a goodthing he did, since we couldn’t trust him. (Note: Defeating the ogre leader and having ten random encounters clears thearea. If the seal has been obviously broken on the box, Cadorna greets the partywith angry words and threats at City Hall.) MANTOR’S LIBRARY We had tried to get into the Library door earlier, but either Sly didn’t haveenough experience yet to pick the lock, or we weren’t strong enough to bash itin; this time it opened readily enough (a knock spell works just fine). We found several books of value. In the History Section we found “LexGeographica,” “History of the North,” and “Grand Historian’s Records of the Artsof War.” In the philosophy section we found “Fyerdeth’s Discourses on Power” and”Urgund’s Descriptions of Darkness.” We also picked up a book on health whichturned out to be worth 25,000 gold pieces! It contained a spell that improvedyour constitution, but since we were all strong and healthy, we sold it. We quickly killed a basilisk (5-4) before he could stone any of us. A specterlibrarian confronted us as we tried to leave with the stolen books, but a dispelhurt him enough that we were able to kill him without trouble. WEALTHY AREA AND TEMPLE OF BANE (Note: Neither block is considered cleared until you win the fights in theMansion and defeat Mace’s followers in the Temple.) We were sent to Bishop Braccio in the Temple of Tyr, who gave us the assistanceof Dristan, a 6th level gnome cleric. Our job was to clear the Temple Of Baneacross the river, and find the lost artifacts of Il-Mater. We took a boat over to the Wealthy Area, and fought our way through a Mansionin the center of the area. There was hidden treasure in almost every room of theMansion! In one of the rooms, we found some Goblin Slaves who had someinformation that was important. We met several followers of Bane. We killed acouple and took a Leather Symbol from their bodies. This Leather Symbol came in handy when we tried to enter the Temple of Bane. Ablind orc felt us to see if we had the leather symbol. Upon finding it, he letus in. In the Temple we searched the whole interior and found three caches of treasure(5-5, 9-12, and 12-9)! We were attacked by Mace and a horde of his followers.This was a very tough battle, and poor noble Dristan lost his life. (Note: IfDristan lives, he will remain at the Temple to begin rebuilding.) We destroyedthe disgusting altar before we left. Dristan would have liked that. KOVEL MANSION (Note: You cannot rest in Kovel until all the thieves have been cleared out.) Just north of the Wealthy Area was Kovel Mansion. We had a commission forclearing that block out, too. So, we rested, healed, and went after the thieveswe knew to infest the place. We were ambushed by thieves who would get in their licks and then run away. Wefound that it was better for us if we didn’t follow them; so, we just ploddedalong, exploring each room carefully as we went. There were many traps,ambushes, and much treasure! There was also much information. Some of it wasabout Cadorna, whom we were now sure wasn’t to be trusted! But was he the Boss?That we didn’t know yet. After clearing Kovel, we took a peek in the Graveyard. We had a Commission toclear it out, but it didn’t take long to decide to get a little more experiencefirst…elsewhere! The graveyard was much too dangerous. So, we took the firstboat back to the safety of an Inn in the civilized sector. Besides, we had somebusiness in the shops: getting rid of all that heavy gold and treasure; gettingmore training; getting drunk! THE WILDERNESS Following up on some things we’d overheard in the bars, we took a boat to thewest and hunted for the Silver Dragon. We found him (10-9), and after a fewnervous moments, we found out he was on our side! He directed us to visit aKobold cave due east to find a silver bottle. Along the way, we found a camp of Nomads (12-11). They seemed friendly enough,so we stopped over. One of our Commissions was to deal with the possibility thatthe nomads might join with the Boss. Now was a good time to check this out! Butthey were attacked by an army of Kobolds while we were there. We helped out withthe fighting (which was considerable — the Kobolds attacked in three differentwaves). In return for our aid, we got a lot of experience by fighting next tothese noble warriors, and a lot of treasure! We also got a pledge from the NomadChief not to join with the Boss, so we fulfilled this mission, too! We found the Kobold Cave another day’s march east of the Nomad camp (6-15).There were two entrances. We took the entrance to the left (the small cave). Inside, we carefully mapped the maze. Along the way we found Princess Fatimawho was being held prisoner. She joined us, and proved to be a ferociousfighter! We also found many traps, a Wyvern (whose main entrance was the largecave entrance), and, eventually, the throne room of the King. We were attackedby three waves of assorted monsters! (Use Continue Combat for a round or two inbetween battles to heal, for there is no chance to rest between waves.) We wonthose hard-fought battles, and chased the King to another room, where he hadchosen to die by his own hand, the coward! We found the bottle the Silver Dragon sent us to find (12-0), but it was brass,not silver: The Dragon was color blind! The bottle held an efreeti whoquestioned us. We told him the truth, and he said he would help us later when wefought the vampire in the graveyard. Princess Fatima said farewell as we left the cave. Lance was very sad to seeher go. The rest of us were content with our new found treasures. (Note: When the King is found dead, the mission has been fulfilled.) We found Sorcerer’s Island (6-16) by following the river north. We searchedaround Lake Kuto and found a rowboat on the shore of the lake. We rowed acrossthe lake to the island and entered the Pyramid. Inside we found a long hall wallwith two doors. One of the doors led to a room with a transporter; next to itwas a pile of stones. Experimenting with this transporter, we found that bythrowing a stone into it, it would reset. We moved down the hall, and turnedright at the intersection, and moved to the end of the hall. Here we found morestones and another transporter. We threw a stone and teleported. We moved downthis next hallway, threw a stone, teleported again, and found ourselves on thethird level of the Pyramid. The password over the door — written in Dethek –reads NOTNOW. (Note: This is only true on the Commodore 64 version; the password is NOKNOK onother versions.) We said the password, moved through the door, and found ourselves in a roomfull of machinery. We broke the machinery, and immediately ran out of the room.And none too soon, for we heard a tremendous explosion through the door! We went back in and found some captured lizard men in one room. After we’dparlayed and talked to them in a nice manner, they told us their friend word:SAVIOR. We finally found Yarash and his Mutant Lizard Man guard. After defeating thetwo of them, we found another teleporter. We found that the first three settingscaused the teleporter to work both to and from Yarash’s secret treasure rooms;the final setting teleported us back to the first hallway on the main level. The second teleport on the main level is a trap. We were sent one way into amaze where many mutant creatures were trapped. They attacked us after greetingus with smiles. A priest who had gone crazy showed us a secret way out of themaze. (Note: The Pyramid is considered cleared after destroying the machinery anddefeating Yarash.) Armed with the Lizard friend word, we were able to fulfill another mission: toeliminate the lizard men threatening the city. We found their Keep in theEastern Wilderness (11-8). Because we had the friend word, we were met by thechieftain, and wound up representing the old reptile in a duel for leadership ofthe tribe. Lance easily defeated their selected challenger, and the chieftainpledged not to support the Boss. (Note: It is also possible to kill all the lizards in the Keep by exploring thecatacombs under the keep, and swimming in all of the pools found there. Some ofthem have valuable treasure, including a +2 Shield! Either tactic fulfills themission.) We rescued the young heir to the house of Bivant next. He had been captured byBuccaneers, and kept in their base camp in the Western Wilderness (12-31).(Note: This camp can only be found after being commissioned to rescue the youngheir; once the rescue has been completed, it cannot be entered again.) We found the boy easily enough in the camp, and could have escaped by startinga stampede of the penned-up animals. But Lance admired the armor and weapons ofthe captain, and we ended up killing every pirate in the camp! He now has theCaptain’s armor and weapons (Note: Rescuing the heir fulfills the mission.) Our last Commission in the Western Wilderness took us to Zhentil Keep. Thismission was given to us by Cadorna. We suspected a trap; so, when we were givenrooms for the night after a dinner with the Commandant (in which we tried topump each other for information), we stayed awake, armed and ready. Sure enough,we were attacked by the traitorous Commandant’s forces in the middle of thenight, and eventually had to kill him and many, many waves of soldiers in orderto get out of the Keep. (Note: It is possible to escape via the front gate without extensive battles ifyou escape early enough. Escaping the Keep fulfills the mission.) POOL OF RADIANCE Part 4 VAHLINGEN GRAVEYARD Back at the City Hall, we learned that Cadorna was now sought for being thedirty traitor he was, and we were even given a Commission to find and kill him.(The coward had fled the city!) But first, after collecting all our rewards, wedecided to finally clear the graveyard. This was my toughest test. I found (as did the other spellcasters) that it washelpful to cast Protection From Evil and Prayer right before a battle in suchplaces as the Mummies Crypt (10-11), and a room (1-13) filled with poison gas.The various specters (and indeed, many of the monsters) we defeated with Dispel.There were also several places where we improved our armor and weapons withfound treasures (8-2). We found an evil magic-user, but we refused his help.(Note: He turns against you when you fight the Vampire.) We eventually found and fought the Vampire in two different places. First, wefound a secret entrance through a wall (15-1). It was here we defeated theVampire the first time. We immediately went to his Crypt (12-3) where, with theefreeti’s help, we defeated him for the second and last time. (Note: Save the game often, and leave the graveyard to rest and heal. It ispossible to restore levels to a character who has been drained of levels withthe aid of a scroll spell, but it is not advised. Many experience points arelost, and every level lost also costs you the training for that level. You mustgo back for re-training to regain those levels and to learn lost spells.) STOJANOW GATE We sensed that we were now powerful enough to look for the Boss. We knew he wasbeyond Stojanow Gate, so we stormed the Gate. We fought bugbears and ettins, anddefeated all in our path. We did have to use knock spells to get through theGate itself; otherwise, we were strong, indeed! (Note: It is possible to use finesse. During the daylight hours a merchant witha wagon will sell it. Use this as a disguise so that you can sneak past thebugbears, and take the guards in the towers by surprise. Once the Gate has beencleared, guards from the city of Phlan hold the Gate open.) VALJEVO CASTLE We were hot on the trail of Tyranthaxus, and our final adventure took us intothe central tower of his castle. (Note: The Castle is divided into foursections. The first section that you enter is the southwest Section.) We found a laundry room in the far southeast corner of the southwest section(12-13). There, we were able to disguise ourselves and avoid being challenged byGiant Patrols. We found a Smithy (3-14), from whom we could steal armor atnight. We found a Bane chapel, which is best left alone: Within were a few coinsand two swords, but they smelled of Bane, which would have cursed us if we hadtaken them. Instead, we killed the Priest and took his magic necklace. Each beadwas a fireball spell! In the southeast section we found gates to the castle (12-8) and the cellcontaining Cadorna (14-11). He’d been chained and beaten by Tyranthaxus’s men.He pleaded for us to release him, so we did: We released him from life. Afterall, the city council had posted a reward for doing so! (Note: If you free him,he will follow the group from behind and give the password to get through thecastle gates: RHODIA.) Once through the southeast gates, we used some maps we had found to trace ourway through the hedge maze. (Note: The southeast part of the maze is shown onpage 19 of the Adventurer’s Journal, the northeast section on page 29, and thenorthwest section on page 42. The maze on page 19 is inaccurately drawn. Therereally is a path clear through to the northeast section.) We found a door into the central tower in the southeast section, but it onlycontained an impostor claiming to be Tyranthaxus! So, we put the maps together,went north from the southeast part to the northeast part, then west into thenorthwest part. There we found a back door to the tower. Immediately to ourright, we found an illusionary wall that hid a stairway up into the tower. We avoided the room with the trap door (there is a Medusa below who can stoneyou with her gaze), and after parlaying with some messengers who worked forGenheeris, we found Genheeris in his office, killed him, and went intoTyranthraxus’ lair. He was beside the pool in his dragon form! We had a very tough battle, with our Fighter joining Tyranthraxus and his menin a fight against us to the death. We won, and live to tell this story. FINAL NOTES If you enter the castle via the northwest gates, there are a series ofteleporters which, if used, will also take you to Tyranthraxus. There are two guard posts in the northwest and northeast sectors whereParlaying Meek and using the password HARASH, will allow you to escape without abattle. There are various tactical ways to defeat the creatures you’ll encounter.Choosing the correct way of Parlaying will get your party out of many battles.For starters, choose Abusive with Trolls, Zentarian Patrols, Thri-Kreen, andDriders. There are other adventures that aren’t a part of winning the game. Forinstance, in the southwest part of the Western Wilderness, you can find the lairof the Thri-Kreen (the Insect People). Because it is a lair, it moves and isdifficult to find — as are lairs of other creatures that can be found invarious other parts of the Wilderness. So, if you think you’ve done it all, youhaven’t! There are still adventures to be had even after Tyranthraxus has beendefeated: Happy hunting!


Multiply items:
Enter a town, locate a training room, and saved the game. Create a
temporary character. Remove (not delete), one of your regular
characters from the party. Add the temporary character to the party.
Place the item or weapon to be duplicated into the temporary
character’s inventory. Remove the temporary character from the party.
Add the regular character back into the party. Remove all characters
from the party, then reload the saved game. The item or weapon should
be in both the original and temporary characters’ inventories. Repeat
this process to duplicate the item or weapon as many times as needed.

Quick gold:
Create one permanent and six temporary characters. Add all six
characters to a party and transfer all gold to the permanent
character’s inventory. Have the permanent character buy any equipment
or items. Remove the permanent character from the party. Create and
add another permanent character to the party and repeat this process
until all permanent characters have the desired gold, items, or
weapons.