Pool of Radiance:Ruins of Myth Drannor

                            A Walkthrough By:Xylanic

                             Copyright October, 2001





Version 0.2
-=-=-=-=-=-=-
Table of Contents:

1.Author Information, Contact Information, Etc.
2.Some Basic Game Information
3.Walkthrough Part 1:Arrival to Dwarven Dungeons
More to come as FAQ is updated.


**********************************************************************
1.Author Information, Contact Information, Etc
**********************************************************************

-=--=-=-=-=-=-=-=-=-=-=
A. Contact Information
-=-=-=-=-=-=-=-=-=-=-=-

 You may contact me in one of several ways.  My main mail address is
[email protected].  I also do not mind AIM messages, but do not always expect
an instant response.  You may also contact me through ICQ 51016774.  Please
title all mail with the heading POR FAQ, Pool of Radiance FAQ, or something
similar, so I know what it is and do not delete it.  I will give credit to
anyone who has information to add to the FAQ, or to correct me if I am wrong.
The newest version of this FAQ is always at WWW.Gamefaqs.com.  Don't ask me
for the latest version, or when it will be out, I work at my own pace. I do
not mind mail asking for help, as I have played through most of the game now.
I do not mind criticism, but I am not perfect, so don't expect me to be. One
last portion of information, I am not Technical Support. Please go to
Poolofradiance.com if you have technical problems with the game.  Thank you.

 Again, the easiest way to contact me is [email protected].

-=-=-=-=-=-=-=-=-=-=-=
B. Who Am I?
--=-=-=-=-=-=-=-=-=-=-

 I am a Professional writer who writes Fantasy and Horror in my spare time.
I spend a lot of time at the Survivor Board on Gamefaqs as well if you wish
to find me there.  I am not perfect, nor do I claim to be, so if you find
a small mistake in the document, I don't mind criticism for it, but do not
care for flames very much.  I do this because I happen to enjoy this game,
and enjoy the story, and most of all, because I enjoy writing.

-=-=-=-=-=-=-=-=-=-=-=
C. What's in this FAQ?
-=-=-=-=-=-=-=-=-=-=-=

 This FAQ is designed mainly to get you from one point to the next, and where
key items are and how to use them to get from that point.  It will not cover
how to fight every battle, although some key battles I will give tips for.
It will also not cover the best type of party to use, or what equipment to
use, as that debate can go on for ever. It will also not cover in detail the
rule system, or how that works, as there is plenty of other material out there
for that. I do plan to cover each game area as fully as possible, and explain
a bit about the area as well.  I also plan to detail how to complete each
quest as fully as possible, and where some of the best items are. At this
time, I have no plans to give a complete item list, or where to get everything.

-=-=-=-=-=-=-=-=-=-=--=-=-=-=
D. Where Can I read this FAQ?
-=-=-=-=-=-=-=-=-=-=-=--==-=-

The following sites are Pre-Approved to use this FAQ, and do not need to mail
me for permission. Any other site is requested to mail me at [email protected],
I am very giving, as long as I know you are using it.

Gamefaqs.com
Gamespot.com
Cheatcc.com
Actiontrip.com

Any other sites are requested to mail me. Thanks.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
E. Version Update Information
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

10-04-01-Released Version 0.1, With basic format, and contact information.

10-07-01-Released Version 0.2, With some general hints and tips and the next
portion of the walkthrough.

-=-=-=-=-=-=-=-=-=-=
F. Thank You's
-=-=-=-=-=-=-=-=-=-=

Thank you to Robin, for giving me purpose.
Thank you to All the people who will very soon be flooding my mailbox with
tips and suggestions =).

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
G. Frequently Asked Questions.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Q.Where do I find my first NPC, Jarial?

A.Jarial will be the first and easiest NPC to get to join your party.  To
get him, From the entry of the Main Halls (first dungeon) Head through the
South door (Key of the living door) then head east down the main throughfare
until you reach the intersection with the doors to the Great Hall north and
Turgild Square south. There is a yellow marker here as well.  Head south into
the square, and into the eastern section of the square, where you will enter
a room, then another room to the south of this one, that appears all blasted
out.  In a rock in the center of the room is Jarial.

-=-=-=-
Q.How do I free Jarial from the Rock?

A. Equip one of your characters with a ring, and bash the rock.  The answer
to the riddle was indeed ring.

-=-=-
Q.What is that odd Jasmine smell that I see in the Great Hall area and after
I defeat the Wraith in the Hall of the Dead area?

A.This is marking a hidden room with some great treasure inside, including
a Hammer that is +5 to Undead and a great asset to pick up for your party.
After you defeat the Wraith, open the chest in the Wraith's room and take
the key. Wrap around to the Great Hall. In the western corner of the hall
are Orc Bedrooms. The topmost bedroom has a secret door in the back wall,
leading to an ancient burial area that the Orcs have sealed off to prevent
Undead from coming into their lair.  The coffins contain Ghouls, so be careful.
On the west wall of this area, just above where you fought the Wraith, is
another secret door leading to the crypt of a Ghast. When you defeat the Ghast,
you can open the chest and get the +5 hammer, +2 against normal creatures.


************************************************************************
2. General Game Information.
************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-
A. Starting the Game, Initial Story
-==-=-=-=-=-=-=-=-=-=-=

 As I stated earlier, I will not be telling you how to play the game in this
FAQ, or about the Dungeons and Dragons Rules for 3rd Edition.  There are many
other manuals included within the game that shed light on this subject. This
section is designed mainly to get you started, not to tell you what is the
best party to have.  This section will also shed a bit more light on the story.

 Once you have started up and begun the game, you will observe the initial
movie, which details the events that occurred at the end of the original Pool
of Radiance Games, which are excellent as well by the way.  The destroyed
Pool of Radiance underneath New Phlan has begun to spawn anew, and is
producing undead, and causing all that it touches to become an undead creature.
Elminister, the saintly good wizard who seems involved with everything in
Faerun, has come to Phlan after hearing this, and speaks with the council.

 Elminister has charged Athan and his companions, a band of great heroes,
with tracking down the reason the Pool has begun to spring anew...Apparentely,
it has to do with a connection to another pool in the dreaded Myth Drannor,
an ancient city that was once one of the most glorious cities in the realms,
and is now without a doubt, one of the most dangerous places to visit.  He
has given them the Guantlets of Moander, a special artifact that has the power
to defeat the pool, and prevent it from spawning new pools, that could
eventually cause all the realms to become a pool of Undead.

 A second party, of Amateurs, has been asked to keep watch over the pool
below New Phlan for possible emerging undead and other dangers. (That's You.)
Shortly after arrival in watching over this pool, a portal opens, and Athan
is seen in a great battle, calling for help.  However, when your amateur group
goes to assist, Time is warped, something goes wrong, and you arrive hours
later, to find the scene almost empty, and the party dead...And you alone,
trapped in the middle of Myth Drannor, one of the most dangerous places period,
as a novice character. Good luck.

-=-=-=-=-=-=-=-=-=-=
B. My Party
-=-=-=-=-=-=-=-=-=-=

 Although as before, I will not advise on what party to use, the party I
have used to work through the game is the following:

 Initial Party I Used:

 2 (Two) Half-Orc Fighters-Str 18 Dex 17 Con 17 Int 5 Wis 3 Chr 1:I felt
that I did not want Barbarians, due to personal factors. Again, I am NOT
telling you what party to use, just what got me through the game.  The maxed
Str, and almost maxed Dex and Con as Initial stats worked well, and the others
can be improved Later.

 Kestrel (Default Thief) Her overall stats are better then most you could
roll for a thief to be overall efficent, and besides, she was awesome in the
book adaption that comes in the Collectors Set.

 Skylar (Default Cleric) Again, her overall stats are more efficent then
one that you could create, and In my opinion a cleric is a much needed member
of your party.

 I would like to add one suggestion here, that being, A starting sorcerer
is not needed. Why?  As you will see in the walkthrough, a Sorcerer can be
picked up within 30 minutes of the start of the game, with decent stats as
well.  However, it is your decision.

-=-=-=-=-=-=-=-=-=-=-=
C. Game Tips
-=-=-=-=-=-=-=-=-=-=-=

 This section is mostly made up of user submitted tips.

From Erion The Butcher:

 Dealing with potential traps.

When dealing with a potential trap situation (ie any chest or openable
object) this is the recommended method for dealing with it. Keep your party
as far to the side of the chest as possible, then send your rouge over to
the side of the chest before performing your Search, Disable Device and Open
Lock tests. This will help you completly avoid Lightning Bolt and Cone of
Cold traps, and make it so only your rogue is at risk for most other traps
if they go off.

From Rodrigo-How to find Secret Doors Easily.

Just turn on the 'Show dice rolls' option. When you pass near a wall and
your characters begin rolling their skills for no apparent reason, it's that
they're trying to detect a secret door nearby. Since you have to be very close
to walls for this to work, you've still got  to have a general idea where
the door is supposed to be- but this still saved me quite a bit of time and
frustration.

If you want more tips, submit them to me, I will add them to this section.
These are asked to be only general tips or suggestions.


*******************************************************************
3. Walkthrough Part One-Arrival to the Dwarven Dungeons
*******************************************************************

-=-=-=-=-=-=-=-=-=-=-=
A. Your Arrival in Myth Drannor
-=-=-=-=-=-=-=-=-=-=-=

 When you arrive, Athan's battle has long been over, and you stand in a ruined
central courtyard area.  Orcs, devious pig-faced creatures, Scavengers, loot
the bodies of the slain, however, these seem not to be the individuals who
killed the mighty adventurers in the first place.  You are thrust into combat
as soon as you finish reading about your circumstances. This is a short, easy
combat against 2 orcs(AC:14 HD:1d8) and should not be a problem for you.

 When the battle is complete, You will find a document one of the orcs was
carrying, bloodstained rags that tell a little more about what is happening.
In short, the rags were Athan's Journals, and reading what is left of them
reveals that a group known as the Scarred Ones have taken residence in Castle
Cormanthor, and that the Mythal, age-old magic that has protected the City
of Song, Myth Drannor, for generations, is being corrupted by them.  Athan
sought a way into the Castle, but had found none.  Mentions of allies, City
Heights, and a Skeletal Arm were also there, but the rest was blotted out.

 After finishing reading, search the battle area for a little gold, and a
few other basic goodies, then head east (to your right.) Directly east of
your arrival area is a shrine within a tree stump, with a set of stairs leading
up into it.  Destroy the zombies here (AC:10 HD:2d12+3) and then search the
Topmost barrel on the ground nearby, within is a Hardwood key.  You may hear
a voice telling someone to get away from his wagon, this is normal, and will
wait just a moment. With the key, head into the shrine and open the chest
for some goodies. Use the healing fountain if you need it.

 Now, from the shrine, continue east, to the ruins of a bowl shaped bulding,
with a small wagon parked inside.  The voice you heard is shouting from within
the wagon, which is currently being besieged by two Zombies (AC:10 HD:2d12+3).
Defeat the zombies and you will be thrust into conversation with Nottle, a
halfling trader who does his business with unsavory types such as orcs and
Drow, and who trades right here out of Myth Drannor.  Interesting how a
halfling can stay alive in Myth Drannor alone and not be able to fend off
two Zombies, eh?

 In return for your assistence, Nottle will give you a magic Word, Tam-tamak,
the knocking word, which opens a shelter that two Elves live within who he
thinks may be able to help you. He informs you they live in a tree stump
directly to the west, across the bridge by where you arrived.  You can also
get more information about the surroundings and Nottle himself by choosing
certain dialogue options. When you have finished, and possibly inspected
Nottle's wares as well, head back to the area that you arrived at, check the
sign if you wish that informs you Greeners Glade is across the bridge, and
then cross the bridge to the west across the chasm.

-=-=-=-=-=-=-=-=-=-=
B. Faeril and Beriand and into the Dungeons
-=-=-=-=-=-=-=-=-=-=

 On your way across the bridge, or just after it, you will run into two Orcs,
(AC:14,HD:1d8) An easy battle.  Their remains will contain +1 Leather armor,
great for a rogue if you have one. Across the bridge, you stand in a small
area, with a large tree stump to the south. Make your way around the stump
west and south, and notice the cave entry on the cliff-face. This will come
in handy later in the game. Continue south and around to the front of the
Stump, where you will notice a glowing Glyph on the ground, and ruins around
the stump.

 Step onto the glyph, and the knocking word will speak itsself, opening the
path into the reclusive Elven shelter, and home of the Blind Cleric of Mystra
Beriand and his assistent Faeril (who later in the game can join you.)  Speak
with them, and you will learn a bit more about the situation you are in. It
appears that now that Athan's band of warriors has been destroyed, it is up
to you to fufill his quest. To do that, you must reach the heights of the
city. However, the only way to do so is with an item called the Ring of Calling,
which furthermore is stuck on the arm of a skeleton.

 You are informed you need to find the skeleton's arm and the Ring of Calling
upon it, then locate a place within the Dwarven Dungeons that permate the
hillside called the Room of Words, that should contain a word to release the
ring from the arm.  They also have some other information as well, most
importantly being that they ask you to read the book nearby for another word
to use to unseal the Tumbledown Door to the East, the door that leads into
the Main Halls of the ancient Dwarven Dungeons that they sealed when escaping
the area a while back to prevent Orcs from following them.

 Read the book to learn the Word Alahnmalyr, which will Unseal the Tumbledown
door. Additionally, you should gain a level at this point due to the amount
of experience you receive!  At this point, I would advise continuing to speak
with the duo of Elves, as they have many tales to tell you about the dungeons
which give many, many clues to subquests hidden within the dungeon.  When
you have finished getting all the information you wish, exit the Elven
shelter.

 It is possible you may have some random battles in this area with skeletons
if it is night, however this is another simple battle.  Make your way back
to the bridge over the chasm and cross back into where you entered Myth Drannor.
Make your way back to where Nottle and his wagon lies, then continue just
to the east and north of his dwelling area, where you will come upon a ruined
temple with a boulder in the doorway, and two orcs in front of it, with another
just off to the east slightly watching.

 As you approach, you will be launched into a short conversation with the
Orcs, which will most likely reveal they are guarding treasure, and they are
orcs of Zud, a powerful Orc Leader you encounter later.  Defeat them, a simple
battle, smash the boulder, and enter the interior of the ruined temple.
Within is another regular Orc (AC:14,HD:1d8) and an Orc Leader
(AC:16,HD:2d10). Defeat both of these, again, they should not give you much
trouble.

 After you finish the battle, use your rogue (did you remember to have one?
=)) to disable the flame trap on the chest just north of the campfire, then
open it.  Inside the chest is a ring of protection(AC+1,+1 to all saving throws)
and a Dwarven Warhammer (+1). Nifty. Camp here if you wish, as this is now
a safe area, equip your characters how you wish, and head out of the temple.

 Now, head back to the steps leading to Nottles place, and head directly
south, where you see a ruined Tower. You may fight a few orcs around here,
but it is nothing to fear.  Pick up the gold lying on the ground near the
tower, then bring your entire party inside and open up the treasure chest.
At this point 2 skeletons (AC:18,HD:1d12) appear to either side of you. A
quick turn undead renders this battle over, or just fight the battle. Inside
the chest is another ring of protection (AC+1,+1 to all saving throws) and
a Amulet of Constitution (+1 con).

 With your newfound goodies intact, you can take a look just to the west
and south of this tower, where you will see a set of circular stairs leading
to a watchtower and a raised drawbridge. Much later in the game you can lower
this bridge. Defeat any orcs or skeletons that may be wandering about this
area and start to make your way east and south, going underneath (or around,
depending on your direction of approach) an arched bridge, where most likely
more basic orcs will be atop of it and fight you.

 Stick to the south wall while you are heading east (against a raised wall)
until you hit a cliff on the eastern wall and notice blue-green moss on the
ground.  Use this moss to heal your party members, then head directly north
to the Tumbledown door and it's Guardians, two Orc Leaders (AC:16,HD:2d10).
Defeat them, and you will notice a round blue stone fall out of one of the
orcs pockets, an Iron-Bound Crystal. Take it, then rest up if you need to,
you shall need it. When you are ready, step on the Glyph of Mystra which will
speak the word you learned earlier to open the Tumbledown Door.

 Welcome to the Dwarven Dungeons.

**********************************************************************
4.Walkthrough Part 2-Dwarven Dungeons Main Halls
**********************************************************************

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A.Entry to Jarial's room
-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Updated by 10/10.