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 
Xylanic@aol.com.  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 XYLANIC@AOL.COM.

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 Xylanic@aol.com, 
I am very giving, as long as I know you are using it.


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 

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 

  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 

  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.