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    Walkthrough by MHaag

    Updated: 11/24/96 | Search Guide | Bookmark Guide

    Newsgroups: comp.sys.ibm.pc.games.rpg
    Subject: Walkthrough: Pool Of Darkness (SSI)
    Date: Sun, 24 Nov 1996 18:08:27 GMT
    As requested, here's the Pool of Darkness walkthrough.  I think the
    page-width got a bit stuffed up somewhere - sorry, but that's the way
    I got it!
                                  Pools of Darkness
                               Hints and Mini Walkthrough
                                    by Matt Haag
      Published in the DIRTY LITTLE HELPER October 1996 with kind
                                  Table of Contents
                               Part I: Getting Started
                               Part II: The Sundering
                                   Taydome's Keep
                                   Dragonhorn Gap
                               Manshoon & Zhentil Keep
                                    Myth Drannor
                             Part III: The Road to Bane
                                Thorne & the Dragons
                           Marcus, the Red Tower & Tanetal
                          Zhentil Keep, the Drow & Kalistes
                            Mulmaster, Arcam & Gothmenes
                              Part IV: Dave's Challenge
                               Part I: Getting Started
    Pools of Darkness (or POD for short) is somewhat atypical for a gold
    game. In particular, where the usual AD&D product pretty much leads
    you by
    the nose so you have no trouble staying on track, POD goes in the
    direction, not giving you much help at all in deciding what to do or
    to go next. Sometimes, even when you think you know where to visit,
    seems to be happening there (or at least, nothing of much importance).
    In addition, there are several set-ups in the game that you need to
    about so you can survive the experiences. A lot of damage gets tossed
    your party, and knowing when it's coming can help your people stay
    If you are creating a party from scratch (instead of bringing one over
    Secret of the Silver Blades, which is better than making a new one),
    don't want non-humans unless you plan on bringing them in as thieves
    or as a
    multi-class something/thief. A thief is the only class where
    non-humans can
    max out (unlimited advancement) in; as anything else there is a level
    restriction after which the character will no longer gain experience.
    My own party consisted of one human paladin, one human cleric
    (neutral), one
    dwarven thief, one human mage, one human ranger/mage and one half-elf
    fighter/mage/thief. The paladin was especially important, since having
    in the party let me control the various NPC's who joined us for
    periods of time.
    The other characters were to balance everything out. Since the cleric
    neutral, he could cast both versions of healing spells (i.e. cure
    wounds and cause light wounds, etc.). The ranger/mage started as a
    mage who
    changed class right away so that I would have another fighter in the
    but still have the spell casting abilities of a 14th level mage when
    gained enough experience to become a 15th level ranger. The
    fighter/mage/thief was for the extra punch of a fireball spell, the
    abilities of a fighter and the thief component was so that he would
    gaining experience after he maxed out in his other classes.
    Another important trick in defeating the game is "sharing" equipment.
    This a
    rather simple concept. If one player has Plate Mail +5, why shouldn't
    the other characters? What you need to do is to load your saved game
    at the
    main menu when you have the option of adding and removing characters.
    this is done, your next step varies based on who has the item. If a
    in your party has the item, remove him from the party and when the
    game asks
    if you wish to update this character, say yes.
    Next, add the character back into the game. View the character's items
    trade whatever you want other characters to have to the next party
    Remove the first character, but this time don't update the character.
    game will ask you for a new filename. Hit escape to clear the field.
    remove the second character (the one with the new armour and stuff)
    update him. Add both members back into the party and repeat the
    The game begins with the heroes on the docks in Phlan. Visit the
    council and
    accept Sasha's mission. Rest and memorize spells before leaving Phlan.
    the party leaves town with Sasha's retinue, Bane appears and causes
    the sky
    to cloud over, destroying the cities and effectively capturing the
    Elminster then transports you to Limbo and explains what happened.
                               Part II: The Sundering
    After that, the party gets teleported near the crater of Melvaunt, on
    Northern edge of the Moonsea. Go East into the crater and join Priam
    investigating the temple of Tyr. Upon entering the public worship area
    the temple, a figure will run upstairs. Pursue the figure. Upstairs
    you will
    run into a Vampire and some of his minions. Defeat them and record
    what the
    journal entry you are given says (this will be important later). If
    explore the top floor you will find four unlit, iron braziers that you
    seem to light, a belfry and a study where you can rest.
    After resting in the study, go back down to the first floor. Go past
    entrance and downstairs to the first basement. This floor is dedicated
    acolytes cells and the temple kitchen. Continue down to the second
    This floor is the temple's crypt. Go into the room where two bodies
    lie on
    the floor next to a coffin. A ghost, Brimwulf, will appear and ask if
    will be tested. Agree and pass behind him.
    Upon entering the hallway behind the coffin room, you will notice an
    indentation in the wall. Walk into it and perform the ritual of
    correctly. Go to the door. Get the Vessel of Purity with Torm's Symbol
    on it
    from the earth elemental. Then continue on to the room with Ilmater's
    on the floor. Defeat the fire elemental there and the Spirit Flame
    will jump
    into the bowl. Continue on and take the Lamp of Vigilance and go back
    up to
    the top floor of the tower.
    Light the braziers with the Lamp and then go and ring the bell in the
    of the belfry. Brimwulf and his lover are reunited and you are
    finished with
    the temple. Go back downstairs and make your exit.
                                   Taydome's Keep
    Go into the "stockade manned by giants and ogres" directly to the
    north of
    Melvaunt. Upon entering, a group of giants will greet you with steel.
    Destroy them and proceed north into the heart of the keep. You will
    a guard from Phlan who claims to have been with Sasha. He is really
    in disguise. Refuse his help (but be prepared to defend yourself).
    defeating the giants summoned by Kimarr, go west and then north into a
    where 2 Phlanarian guards are being interrogated by giants. Kill the
    and rescue the guards.
    Return to where you met Roulin, then go north to a fork in the path
    where a
    note suddenly materializes. Go east here, following the tunnel as it
    south further on. Find Kimarr and his giant guards. Defeat them and
    the keep of evil.
                                   Dragonhorn Gap
    Enter the steading near Dragonhorn gap and you will be confronted by
    Talk to them and they will let you pass. Proceed further and some
    giants will ask you who let you in. Your choice here is unimportant
    for purposes of deciding who goes first in the combat that follows.
    After killing the giants, go either east or west into the hallways
    off from the main courtyard where you came in. Go down either hallway
    where you find a set of doors which have signs saying "Private! Keep
    Out" on
    them. Enter one of the rooms, claim the room as your own and beat the
    monsters there. You now have a convenient resting place.
    Go back into the main courtyard and proceed north. A pitched battle
    giants and ogres is taking place. The best option is to duck so that
    side kills the other before they turn on you. Defeat them and train
    characters you need to in the training hall to the west.
    When you are finished clearing the "private" rooms, proceed into the
    Horn, and inn directly across from the training hall. Approach a man
    eyes you and speak to him, then defeat the cloud giants in the room to
    south. If you used a lot of magic during the battle, go back to your
    point and save your game; this will be your last opportunity for a
    Walk in front of the main gate in the second courtyard, which the inn
    onto. Giants will pull you through the gate for an audience with the
    Giant Shaman. They tell you to go to the Northeast corner of the
    but to get there you must go north and west into the northwest corner
    then go more or less due east to the other side. When you enter the
    room, be prepared for a battle against an overwhelming number of
    When you've defeated the giants, pick the lock to the treasure vault
    to the
    north and then proceed to the northeast to enter the Fire Giant's
    After entering the cave, go north until you reach a crossroads. Make
    you are in Area view, as you will spin about in the centre of the road
    in an
    effort to make you lose your sense of direction. Proceed east, where
    =46ire Giant Mage thanks you for killing the Hill Giant and pays you
    Continue into the cave, into a hallway on the far south of the map.
    entering the east bound tunnel, the world will get a little blurry and
    will notice that you can't use your map anymore. You will also notice
    skull on the ground which will disappear. Walk east and keep going
    until the
    skull reappears in the middle of the path, this time with a ring
    embedded in
    Take the ring out of the skull and throw it to destroy it and break
    enchantment. Continue on to the end of the tunnel, and proceed north.
    you can, go to the west, then to the north. Go as far northwest as
    by taking the long hallway that goes from the northeast end of the
    cave to
    the western part of it. Search for a secret door a couple steps from
    western end.
    Go through the door and into the Fire Giant's secret area. Make sure
    rested in the last 'quiet' room before this, as there are several
    battles coming up. When you go south, a Fire Knife Assassin approaches
    to talk on the Mage's behalf. Hear him out and agree to join the mage.
    you encounter the mage again, attack her and the retinue in the room
    her (about 15 fire giants in all).
    After killing all the enemies, continue through the room to an
    where 2 red dragons and a green dragon are preparing to take off.
    them, rest and exit the fortress through the tunnels on the north end
    of the
    Upon entering the cave surmounted with the symbol of the Silver
    Blades, talk
    to a hill giant and have him lead you to Vala. Vala will give you a
    shield and join your party. Since there are many undead enemies in the
    be sure your cleric is of a level so that he can cast Restoration, the
    opposite of the vampire's Energy Drain. After Vala joins your party,
    go to
    the east, then proceed south. Upon entering a room with coffins in it,
    search them to find the Lindenwood staff, the first item needed to
    the elementals. After taking the staff, a lich, some skeletons and
    wraiths will spring from the coffins and attack you. After defeating
    undead, explore the three doors in the room and rest in one of them.
    Exit the room with the coffins and go to the south into a room with
    roots growing out of all the walls and the ceiling. Search the room
    and take
    the Oakroot staff. Upon taking the staff, five earth elementals will
    Kill them and then exit the room. Rest again in the quiet room.
    Go north past where you entered the cave and continue on. Up at the
    top of
    the map, fight three hill giants that were fighting over a pretty
    This is the Worldstone, which is used with the Oakroot staff. From
    there go
    south into a room across the hall and get the Crucible of Flame from
    fire elementals.
    After collecting all the artifacts, proceed to the main chamber in the
    centre of the map. Be prepared for a tough fight. As soon as you
    Vaasans will break through a breach in the wall along with some
    Vala will take the artifacts and seal the breach in the wall by
    the elementals. She leaves you to deal with the Vaasan army. Cast
    and destroy the mages first, then work on killing the Vaasan warriors.
    you have defeated them, leave the cave.
                               Manshoon & Zhentil Keep
    Enter Zhentil Keep and go to the south, to the training hall and bribe
    man at the desk if you need to train. After training, go north and
    rest in
    the Purple Plume Tavern. After resting, cross the road by going
    east and finding a man in the shadows of the building. Say that you
    opposed to Bane, and Mabril introduces himself. He tells you of a
    Traned, who is trapped under Manshoon's temple, and tells you of a way
    get into the building without having to go through the main entrance
    the clerics examine you.
    Proceed through the secret door into the southeastern part of the
    temple. Go
    around the courtyard and walk right up to the main (north) gate of the
    temple. Kill the guards and enter the gate. You notice a hallway with
    on both sides lining the walls. Go through the east wall and then
    back to the north. Go west, then north again and enter a hallway
    to both sides of you. Since the tower is circular, it doesn't matter
    way you go. Upon finding the purple door, go through it and up to
    level 2.
    On level 2, go north into a room where Manshoon's fanatics scream at
    Kill them and then go into the next room, which is a gloomy room with
    a high
    ceiling. Go right through the other door, but be prepared for an
    attack by
    spiders rappelling down upon you. Defeat them and proceed through the
    Go to the north, through the next door and into the main hallway. Find
    purple door to level 3.
    You will be in a hallway where it makes a corner. You are then
    with a gate and two doors, one on each side. If you go through the
    gate, you will be ambushed by dragons. The other doors both empty into
    room with the dragons, however you will not be in the middle of the
    groups of dragons.
    After killing the dragons, go through the gate to the north, where
    Manshoon's adjutant, a beholder orders monsters to destroy the party.
    the beholder first, without using magic because it is magic resistant,
    worry about the other minor monsters. Go through either of the doors,
    and go
    through the main door to the north and into the main hallway of level
    When you enter the hallway, go to the west (though it is a circle,
    this is
    the shortest route). Manshoon speaks to you, telling you that the Gelt
    been released. This is a beast that is really a watchdog, but with
    vision that hurts you if you get too close. So to pass the Gelt, you
    must go
    down the hallway that it is guarding so that it can't see you. You
    have three options: make your party invisible by, blind the Gelt or
    put on
    rings of invisibility. If your magic-user knows Power Word Blind, just
    into the hallway and the game will ask you if you want to cast the
    spell. Go
    up the stairs to level 4.
    Once you've passed the Gelt and gotten to level 4, you will discover
    level 4 is simply one room, with a necklace in the middle. Avoid the
    necklace to get to level 5, Manshoon's private chambers. However, if
    wish to avoid another battle, simply walk over the necklace. If you
    foolish enough to venture up the stairs, Manshoon will be casting, and
    you do anything but charge he will gesture and hidden enemies will
    you. If you charge, you fall through a trap door to the level below
    and land
    on the necklace, triggering a trap.
    The trap is rather simple (Manshoon was never known for being
    intelligent): a crystal prism surrounds the party, which happens to be
    in the middle of a conjuring circle, a circle of dust which keeps
    monsters confined. Manshoon gloats over your stupidity, and summons a
    Unfortunately for him, he doesn't know the creature's name, and the
    offers to allow one of your party out to attack Manshoon for her, as
    circle prevents her. It doesn't matter who you choose, because the
    member who is chosen gets freed from the crystal prism and steps on
    conjuring circle, scuffing the band of sand.
    The Harpy goes nuts, attacking Manshoon, destroying the room and
    causing the
    ceiling to fall in on you. Since the party is now freed, go back down
    level 3, where you are no longer damaged by falling debris. Exit the
    through the main entrance, where Manshoon's clerical guards would have
    had they not fled when he died.
                                    Myth Drannor
    Enter the promenade of Myth Drannor and Nacacia, elven princess meets
    and begs that you aid her in the retaking of Myth Drannor. It seems
    of knights sent in to scout never return. Agree to go with her, take
    treasure she gives you and enter the ruins.
    In the southern part of the ruins in a room where a rakasha is bending
    a knight with a glowing ball. The knight screams as his life is sucked
    the ball. Kill the rakashas there, using your weapons since they are
    resistant creatures. After killing them, rest in a dusty room to the
    Go west from there into the southwest corner of the ruins and kill the
    Banite clerics and their new rakasha disciples.
    >From there go northward into the northwest portion of Myth Drannor.
    Go east
    through one of the narrow passages and find a lone rakasha. Threaten
    him and
    he will talk about the rakasha's plans: to re-animate Tyranthraxus,
    pet of
    Bane. Go north from there, and then west into a dusty room. Rest here,
    the biggest battle is about to happen.
    Go back east into the room to the south which you passed on your way
    rest. Inside are many rakashas, all with globes of light. Tyranthraxus
    rising from the floor, only a shadow but becoming more solid by the
    Of the choices presented you, choose to Dispel Evil, putting
    out of commission by destroying the glass balls. Kill the many
    rakashas in
    the room, and quest to reclaim Myth Drannor is complete, except for
    the many
    basilisks that still roam around the ruins. Exit Myth Drannor, and
    promises to have master bards sing songs about you!
                             Part III: The Road to Bane
                                Thorne & the Dragons
    Return to Dragonhorn gap where you defeated the Hill Giant Shaman, but
    rather than entering the steading, go north up to the Crater of
    Go due west and enter the ground where you see a dragon swoop into a
    hole. A horde of dragons will be waiting for you inside, so make sure
    saved outside the cave. Defeat them, cross the hall and follow a robed
    figure through a door to the east. Take the scroll that was dropped,
    and go
    west to the other side to rest. After exiting and moving north, you
    enter the main chamber, where a robed is figure reading from a scroll.
    dragons, a blue and black are engaged in mortal combat. The black will
    the blue and the gathering will depart.
    You will notice six doors around the hall; two on the west side, two
    on the
    east and two on the north (besides the two behind you). For now we'll
    concentrate on the doors on the east and west. The order which you
    the dragons' lairs behind the doors is not important, so long as you
    complete them all. It is also a good idea to rest whenever you have
    chance in here because both the random and planned encounters are
    The southwest door contains the Blue Dragon lair. Explore the lair to
    find a
    treasure horde and continue south until you come across a gathering of
    blues. Kill the five dragons and take the blue steel key. Go back to
    main hall.
    The northwest door contains the lair of the White Dragons. Upon
    entering the
    main room, you will battle 9 Zhentil mages and 3 white dragons. Take
    silver key and exit to the main chamber.
    The Black Dragon lair is in the northeast corner of the main chamber.
    entering the main room there, you will see 4 black dragons worshipping
    black who killed the blue dragon earlier. Kill them to receive the
    iron key
    and exit to the main chamber.
    The final lair is that of the Green Dragons. When you go through the
    southeast door, the greenish air will have an edge of chlorine to it.
    Proceed south from the entrance, and search the rooms for a secret
    door. Go
    through the secret door and enter a room where a green dragon is
    Modthryth a vial of vampire's blood. Modthryth leaves and four green
    attack you. Kill them, loot the treasure trove (in a room full of
    bones) and
    go back to the main chamber.
    After collecting all four keys, go north through the main doors in the
    antechamber and you will be in a smaller room. Go through the
    northeast door
    and burn the preserved corpses of dragons that lie there to gain
    Live dragons will attack immediately after this. Kill them, and then
    go to
    the western side of the smaller room. Go through the door and rest in
    room to the south.
    Go through the gate to the northwest and you will discover Modthryth
    He will summon snakes to fight you. Defeat the snakes and continue
    until you discover a room with 2 doors, with 4 keyholes apiece. Save
    game and use the keys to unlock the doors.
    On the other side of the doors, Modthryth is waiting for you. He
    attacks as
    you walk in the door with his personal bodyguard, 2 Dragoliches, which
    immune to magic. Kill them all, then go through the portal to the
    You will reappear in Elminster's camp in Limbo. Deposit you items (as
    they'll be destroyed if you take them with you), train characters that
    to be trained, and memorize spells. Generally, just get your party as
    as it can be.
    Have Elminster transport you to Thorne. Upon entering this area on
    other plane, 2 red dragons will attack you. Defeat them and keep
    going. An
    important note: you will not have a place to rest for a little while.
    through the east door, then go north into a hallway. If you go west,
    will discover a room with treasure in it, along with a Ki-rin's
    Go back to the east and rescue the prisoners. A woman who has a
    look about her' will approach you. Raziel offers to join you party in
    for all the loot she can carry. Agree to her offer because where
    going you'll need an extra pair of hands (besides, there is plenty of
    treasure for everyone).
    Continue east into a hall with two exits. The south exit leads to a
    with a red dragon busy hiding it's horde. Defeat the red dragon and
    everything you can carry. Continue through the room by going towards
    door to the north, where a patrol of human rogues will accost you; you
    beat them easily and take their weapons and armour. The other door in
    hallway bypasses this room, but it is not a great idea as you need to
    you characters with some sort of protection.
    In any case, continue on. Raziel will suggest that you go to the south
    hopes of finding treasure. Agree to her suggestion and go south. You
    enter a room with a door on each wall. The door of the western wall
    has a
    golden light seeping out from underneath it. A Ki-rin is here,
    providing you
    a safe place to rest and relax.
    During my adventure here, I didn't find any treasure horde--only
    worms and an empty room. Go back the way you came in and go north.
    suggests you go east for more treasure, but this time proceed north,
    the Horn of Doom will sound again. Continue north and west searching
    for a
    secret door. When you go through the door, several dragons who are
    responding to the call of the horn will attack you. Defeat the rush of
    2 red
    and 2 green dragons and continue down the passage.
    Upon turning south, you will notice the hallway ends with doors on the
    west and south walls. The door on the west wall leads to a room which
    has a
    Ki-rin in it and a place where you can rest and save. This step is
    particularly important, as there are several tough battles ahead. When
    are rested and rememorised, go south through the door into an
    where a small guard of red dragons awaits. Kill them and then go back
    where the Ki-rin is to rest so you are in top shape to battle Thorne.
    Go back to where you killed the red dragons and go south through the
    doors, where Thorne is preparing to blow the Horn of Doom for the
    time, signalling the beginning of the war on the Forgotten Realms. He
    you if you want to throw you life away like that Ki-rin. Yes is the
    answer, of course, so a battle begins.
    Seven red dragons are spread out around the room, along with Thorne,
    who is
    magic resistant and has an Armour Class of -11. Concentrate on killing
    other dragons first with Delayed Blast Fireballs and then work on
    The trick is to minimize the number of dragons living with fireballs
    so they
    don't get the chance to breathe fire on you. After killing Thorne, the
    Ki-rin will appear and explain how Thorne happened upon the Horn of
    Raziel takes all the treasure she can and bids the party farewell.
    Loot the
    remaining horde and then, after resting, take the horn with you and
    the cave by backtracking.
                           Marcus, the Red Tower & Tanetal
    Upon entering the Red Tower in the middle of the Elven Court, you will
    be in
    the garden. Go to the west initially, up and around the main structure
    the tower, avoiding the main entrance, as it is a trap. At the
    corner of the tower you will find a back door. Pass through the door
    inside a room where there is a mosaic of a hand on the floor and
    hundreds of
    eyes are glaring at you. Go eastward into the hallway.
    >From the hallway, go south and then west into a closet where you
    Phlanarian guards. They seek Shal, a fighting mage of Phlan. Agree to
    search for her and exit the closet. Go north and then east down a
    flight of
    >From where you enter the basement, you will notice a large walled
    area to
    the west. This is Phlan, trapped under the Red Tower. The citizens of
    will not allow you to enter the city, but they beg you to help find
    =46ollow the city wall northward, and when the path makes a second
    intersection, go to the east. When you are given the option of which
    way to
    go again, head north into the dungeon. Defeat the guards, rescue Shal
    proceed back up to Level 1, the straight west up the stairs to Level
    >From this point, all the party has to do is find the way up the
    however there are several encounters that must be taken care of before
    making it to the top floor. On Level 3, the party runs into some Drow.
    some reason, they don't attack right away. If you decide to talk to
    they will explain that they oppose Marcus also, because when he
    Phlan, it just happened to land on a Drow city. They go on to say that
    woman mage, Petra, is aiding him and they want to kill her. The game
    asks you if you want to tell the Drow about Shal. If you tell them
    her, they attack, mistaking her for Petra, after which you gain some
    background information about Shal and Petra (which I got later on
    If you don't share any information, you avoid the battle entirely.
    The next major encounter occurs once you reach Level 7. At one point
    will enter a hallway and hear mages coming from both directions--1
    group in
    front of and 1 behind you. Out of all the choices the game gives you
    the best choice is to move. Immediately duck into the door on your
    (which turns out to be a closet) and wait there. The mages proceed to
    each other, saving you the trouble of killing them.
    On the next level is the Circle of Moander, which in reality is a big
    where Moander Cultists have hung themselves from vines as sacrifices
    Moander. As much as you might like to leave them there to die, you
    must cut
    them down, for which they attack you. After killing them, proceed to
    next floor.
    A short while later, you will enter the Majestic Loft. Go into the
    rooms on
    the sides of the loft and kill all the Black Circle Mages that are in
    (you can rest inside the rooms after the battles). From there, go into
    temple adjacent to the loft and kill the Banite clerics animating
    pieces of
    Moander. When you exit the temple, you discover that the Black
    what is left of it--has formed to kill you.
    After destroying the Black Circle, rest and then proceed into the
    Loft where the Red Wizards reside. One is saying to two others that if
    rival coven of wizards is planning on attacking the speaker's coven to
    on his door and say 'red'. When he leaves for his room, enter the loft
    kill the two wizards you surprise there. Then knock on the first
    door and when he responds, say 'red'. He charges out of his room,
    his coven and attacks another, killing everybody involved (but leaving
    unharmed). Keep going up the tower.
    The next level is where Marcus is. But before you can visit Marcus,
    make a
    stop in the Manufactory of Moander. The Manufactory of Moander more or
    covers the entire floor, so you must wander around killing Banite
    mages and Bits o' Moander (with the exception of the people in the
    Temple of
    Transformation). Kill the Banite Clerics and mages and the Bits o'
    then go to visit Marcus.
    When you get into Marcus' chamber, a spectral servant will appear. The
    servant will tell you one of two things. Either that Marcus is not
    nor is lady Petra, and they are visiting either (a) the Manufactory of
    Moander, (b) the Black Circle,   the Wizard Loft or (d) the Circle of
    Moander. This means that before you can meet Marcus you must go and
    eliminate all the people living in the places he could visit. If
    successfully eliminated everybody, then the servant tells you that
    awaits, then proceeds to attack you.
    The servant, who happens to be a banshee, attacks with a number of
    When they've been defeated, the second wave of attackers, hidden
    Cultists, Banite Clerics and Red Mages spring forward. After that
    threat has
    been eliminated, Minions of Bane, Banite Clerics and Moander Cultists
    forth. When the third wave is retired, you finally get to fight
    Marcus. Of
    course, his personal bodyguard of Minions of Bane and Black Mages is
    too, but they shouldn't present a problem.
    When Marcus is killed, Shal and Petra face off. Petra raises her hands
    cast a spell, Shal tosses her sword down and then they run into each
    Shal comes out as one being instead of her two respective parts. As
    influence is destroyed, the Red Tower begins to fall apart. Run into
    Temple of Transformation and up to the Vessel of Moander (Shal will
    join you
    later). Jump onto the vessel and watch as the Tower falls apart
    beneath you.
    Inside the Vessel is a Pool of Darkness, which the party should take
    Elminster fills you in on the next bit of your quest--to go to
    body, which is sealed in another dimension and kill Tanetal, the
    of Bane staying there. From here, Elminster will teleport you to
    Once you arrive in Moander's dimension, you will need to go two
    places. You
    will need to visit the shoulder and the heart. Everything else is
    but remember that you have no weapons or armour, either. So if you go
    Moander's left foot you will find fanatical Moander Cultists who try
    forcibly impress you into their faith. One way to get weapons and
    armour is
    to kill them and steal their armour.
    >From the foot, proceed to the other end of the body and enter
    Moander's Tear
    Duct, which is on the right side of the god's right eye. Kill the
    mages inside and look into the globes that they are installing in
    brain. This will show you what recently to Moander (i.e. an army of
    teleported here with a huge arrow, and were eliminated once they
    entered the
    heart). That's all there is to see there, so exit the brain and go
    Moander's ear.
    You must corner the hermit who lives there and talk to him. He tells
    about Moander, and tells you to talk to Agehweat, who lives in
    shoulder. He also lets you train and rest here. From here visit
    and clear his home of the minions of Tanetal sacking Moander's
    shoulder (the
    hardest bit of this entire segment of the game). Upon successful
    of the task, he gives you two potions which you need to get into
    Leave Agehweat and the shoulder and go to the hole in Moander's side.
    will pass through a couple of chambers and into the area outside
    heart. The game prompts you to try to enter into Moander's heart.
    Spread the
    potions on the cell wall and cut through.
    You can easily follow the arteries around the heart, but most of the
    action happens in the muscle tissue. The first item the party needs
    to recover is the Golden Cornucopia, which is in the muscle tissue
    the two exits to the heart in the north most part of the heart, or
    area 1 on
    the map to the left. The next thing the party needs to get is a cache
    weapons and weapon making tools, belonging to Tanetal, near the left
    (2). Take it and get back into the artery. After this point, if you
    run into
    the Watcher she will suggest that you mix Agehweat's potions together
    might get rid of the annoying slimy things that are clinging to you.
    >From there, go south to (3) near the left ventricle in the muscle
    tissue and
    find the mouth, which is a piece of muscle that initially falls from
    cell wall. Talk to it. It says that it is hungry, so make sure to feed
    It then allows you to take it. After taking the mouth, I had it snap
    at me,
    then demand to be fed again. I did this, basically because it is
    and also because it also warns you when the heart is about to beat.
    Once you've collected these three items, go to the Arrow (4), which is
    of the right atrium and fashion weapons out of the remnants of the
    You can make four weapons before the Arrow starts to shock you. From
    arrow, go straight east through an artery and into the muscle tissue
    to find
    the Watcher (5). She is struggling with bits of Moander, who wrest the
    Unguent from her, then run off. The Watcher thanks you, then says that
    Moander is getting restless, and must put him back to sleep or you
    won't be
    able to kill Tanetal. She says that she's lost the Golden Cornucopia,
    necessary component in putting Moander back to sleep. Give her the
    Cornucopia. She begins to weave a magic spell and the invites you to
    her. She then gives you further instructions and a tuning fork and
    >From here, go to (6), where the Pulmonary artery branches off to the
    and west. Follow the east branch and you will run into a group of iron
    golems. You weapons are instantly pulled from your hands and cling to
    golems, because these golems are magnetic. Use the tuning fork to
    the magnetism and retrieve your weapons (resulting in damage to you,
    that's life I guess), then defeat the golems. Your weapons are now
    Continue east under the left atrium to an area where you find bits of
    Moander with a small vial (7). Take the vial from them and leave
    since they shrink from your metallic weapons. At this point you want
    proceed to the left ventricle (8), where Tanetal waits, but before you
    that, find the Watcher first. She rubs your weapons together along
    your arm,
    and you receive a shock. She then hints that you might give Tanetal a
    surprise if you did the same thing when you meet him. When you find
    he won't notice you, as his back is turned, so rub your weapons
    against the wall. Moander's heart receives a shock, causing it to beat
    suddenly and pumping everybody out of the heart, and causing Tanetal
    to drop
    the Talisman of Bane.
    You must find Tanetal again. This time he's on the east side of the
    ventricle inside the muscle tissue (9). Find him again and he will
    flee to
    the right ventricle (10). Find the Watcher again and go to the right
    ventricle and corner Tanetal. Some bits of Moander attack him, but
    disintegrate. Suddenly Tanetal clutches his chest and drops to the
    The Watcher checks his pulse and you discover that you ran him to
    death. The
    Talisman of Bane appears, which the Watcher picks up. Unbeknownst to
    Watcher, Tanetal sits up, and before you can shout a warning, stabs
    Watcher in the back and grabs the Talisman. Tanetal calls his minions,
    you battle him for the final time. When he is defeated, take the
    Talisman of
    Bane and leave the heart.
    >From here return to Elminster. When you tell him of your adventures
    and show
    him the Talisman of Bane, his eyes light up and says that the
    resistance may
    have a chance! Rest and train here, then go back to the Realms.
                          Zhentil Keep, the Drow & Kalistes
    After defeating Marcus, return to Zhentil Keep. Go into the Keep, and
    the chamber where the wagons pushed by Drow disappear. In the
    most corner is a path leading down into the Drow city beneath Zhentil
    >From the archway where you are standing, you will notice a room ahead
    of you
    and another smaller room to the northeast which contains a dark well
    by a green dot on the map). These represent points where it is safe
    for the
    party to rest. You can avoid the battle in the room to the east (1) by
    through the door to the south and east out into the main hallway.
    Once you enter the hallway, you will be confronted by a royal coach
    (2), the coachman occupied by the horses. If the party gets in the
    coach, a prince and princess of the Drow jump in and you accompany
    them to
    the Central Hall (4) where you are paid to let them free. If you try
    sneak by the coach, the horses will spook carrying the carriage down
    hallway. You just have to walk to the Central Hall.
    Since the Hall is heavily guarded by Drow guards, go around and enter
    through a doorway to the west of the hall. Proceed east from the
    doorway and
    meet Traned, the halfling (3). She offers to join the party. Allow her
    join, then proceed into the Central Hall, surprising the guards
    After defeating the guards in the Central Hall, you will want to go
    and east, around some Drow guards guarding a door on the east wall. Go
    the north and through another door, avoiding the guards entirely, and
    east. A Drow abbess and her clerics are in the passage (5). She
    herself, and sends her clerics to attack you. Immediately after
    the clerics, the abbess attacks you with the remainder of her retinue.
    Defeat them and proceed south to the stairway leading down to level 2
    >From the stairway, enter the Drow barracks (6) from the west and
    defeat the
    Drow ambush inside. Stop in the room to the northeast containing the
    well to rest if you need to replenish spells. Exit the barracks to the
    and follow the hallway south and down the stairs to level 3 (D).
    You are standing in a long hallway. As you walk north, you will notice
    room full of unguarded slaves on your right (7). Traned offers to go
    the room because something doesn't seem right; the Drow don't usually
    slaves unguarded. If you allow Traned into the room, whispers tell her
    get down so the ambush isn't foiled. Traned barks a command and the
    drop to the ground revealing the armed Drow. They shoot her with an
    and then the party falls on them. If you just charge into the room,
    commands the same thing of the slaves, and still takes the arrow. In
    event, the party surprises the Drow.
    When the Drow have been vanquished, the poisoned Traned offers to take
    prisoners out of the stronghold. Allow her to do this; you'll catch up
    her again later. One prisoner approaches you and says that you must
    if you are going to rescue the beautiful slaves or the majority of
    them. You
    can actually rescue all of them, but you must rescue the beautiful
    Rest yourself in the dark well to the south, and go east into the
    Go south down the stairs (E) and then to the east, through the door,
    another chamber and down another set of stairs (F). Upon reaching
    level 5,
    go north, then east through the room with the statue of the Drow king,
    south down the passage. Continue east when the path curves and into a
    with numerous umber hulks await you. Defeat the umber hulks, then go
    through the room. The southern door contains a dark well where the
    party can
    rest and rememorise spells. The northern door contains a stairway (G)
    take you to the first Drow temple.
    Upon entering you will notice the walls are no longer made of rock,
    but of hewn stone. Go east from the entryway and north around the
    island in the centre of the main courtyard. Enter the door on the east
    of the stone structure and go into the central room (9). Here you
    a Drow woman with a silver streak in her black hair. Approach her, and
    introduces herself as Silk, a renegade Drow and leader of the
    Swanmays. Silk
    implores you to help her free her companions, who are prisoners in the
    dungeon to the east, and joins the party. But first rest in the room
    as it
    is safe, and will be your only resting point for a while.
    Leave the central structure and go east across the courtyard, through
    Drow guard post (defeating the guards) and then south to the guardroom
    Defeat the guards sitting around the table playing dice and read the
    that was left by the captain. Go back into the main chamber and north
    the guard station, killing a patrol of jail guards and taking their
    keys on
    you way to the Swanmays cell (11). The cell you are looking for is the
    one in the long row of cells on either side of the hallway.
    Upon rescuing the Swanmays, Silk sends one of them to free the
    remainder of
    the prisoners trapped there. When the Swanmay returns with the
    Silk bids you farewell, giving you advice as to how to handle some of
    traps on this level. She also gives you a cache of weapons, and tells
    you of
    a secret door. Then the Swanmays guide the prisoners out, leaving you
    deal with the Drow.
    Proceed north along the line of cells, and follow the corridor to the
    Just after the hallway turns again to the south, you will notice a
    door on
    the east wall. Upon entering the party discovers an Alchemist's
    (12). Inside the laboratory is a Zhent woman, being strapped into a
    and a cap with wires attached to it fitted to her head while Drow and
    of Kalistes watch in anticipation. No matter what you do, the party
    will end
    up fighting everybody in the room.
    After killing the people in the laboratory, talk to the woman in the
    She will tell you that the Drow use the Essence of Pure Light and the
    of Night to make Pets of Kalistes. She will also tell you that if the
    Essence and the Fire are mixed, that they will destroy one another. In
    case, from the laboratory go through the door to the south and into
    second storage area (13). In the northern half of the room the party
    find many vials of the Essence of Pure Light. Take the vials; you will
    them later. Go back the way you came and into the main courtyard. Rest
    the area where you met Silk if you need to replenish spells.
    >From here go north to the main gate of the temple. Upon stepping up
    to the
    door, you discover a Drow ambush. When the Drow are defeated and the
    enters the building, you will discover a room with black robes hanging
    and hear chanting in the distance. Upon moving into the adjacent room,
    chanting grows louder. When you step through the north door into the
    temple (14), you discover the source of the chanting: Drow priests and
    spider. They won't notice you, if you just decide to wait and watch
    perform the ritual over the spider. However, it won't matter, as you
    fight them later, but in the interim the spider will become a Pet of
    >From the temple, go through the northwesternmost door into a small
    On the other side of the hallway you will discover a room filled with
    arches, and lightning dancing between them (15). The correct path
    the arches is illustrated on the map. Upon reaching the other door, go
    into the room full of the pit of spikes (16). When any one of the
    members tries to cross it, a bright light flashes from below and the
    character attempting to cross falls for about 20 points of damage.
    That is
    unless you have talked to Silk and covered you eyes as you crossed.
    Upon reaching the other side, you will enter a room with glowing red
    on the floor (17). When you step on certain runes, you are teleported
    various places in the room. Your first step (a) will teleport you to
    Immediately turn 180 degrees around and walk to the west (c). Once you
    on this rune, you will be teleported to the other door (d), but you
    will be
    facing the door from which you initially entered the room. Turn around
    proceed to the next room.
    The next room contains a large iron golem (18). It perks up as soon as
    enter the room, noticing the party. Since the party has to traverse
    the room
    anyway, you must enter the room and defeat it. A very difficult
    battle. The
    next room (19), is a room which has a fountain in the centre, from
    pours black liquid. If you didn't kill the priests and the spider in
    temple (14), you will be forced to fight them here.
    You will notice that lightning dances across the surface of the black
    liquid. Take the vials of the Essence of Pure Light and pour them into
    black liquid, which turns out to be the Fire of Night. As you pour
    more and
    more of the vials into the liquid, the lightning weakens and as the
    last of
    the Essence combines with the Fire of Night the fountain begins to
    forth clear water.
    Cross the room and you will find the secret door that Silk spoke of on
    east wall. You will enter the inner sanctum of the Drow, the area
    surrounding the Temple of Kalistes. In all the rooms are Drow awaiting
    a big
    ceremony, where the Night Spawn will swarm down upon the Realms. If
    you go
    up to the main doors you will be turned away, the guard saying it is
    time yet. Your party must venture into all the rooms and either
    destroy all
    the Drow in there or free the slaves (or both). In the northeast
    corner is a
    room with Drow inside it shining their blades. This should be one of
    first stops, because when the Drow have been defeated you can rest in
    room without interruption. You should encounter Traned again somewhere
    here. Allow her to join the party again, as usual.
    Once all the slaves have been freed and all the Drow in the room
    proceed to the southern edge of the temple grounds and go into the
    room in
    the centre. A Drow priest is announcing guests and boasting about the
    spectacle to come. From there go into the central grounds of the
    where a huge statue of Kalistes governs the room. The Drow discover
    you and
    the audience in the chamber empties, allowing the Drow to eliminate
    After killing the Drow in the chamber, turn your attention to the
    Three of it's hands point at portals on the opposite wall, showing
    Thar and Hillsfar. The Night Spawn were going to invade through these
    portals. The slaves charge into the temple, and run through the gates,
    leaving the temple. Traned joins them. You look at the statue, trying
    decide what to do. You remember what the Oracle said: there is a
    part of the statue you need to destroy. Type 'hands' when given the
    As you destroy the hands, the portals fade. The Realms are saved!
    Go to the north and through a Pool of Darkness to Elminster's camp in
    Elminster will congratulate you on your thrashing of the Drow, but
    tells you that you must venture to Kalistes' realm. Deposit you items
    teleport to her realm.
    Upon arrival, you will be attacked by a room filled with spiders
    there are no Pets of Kalistes present). Currently, you are in the
    ruins of a
    Drow temple. There's nothing of interest or value here (aside from the
    of Darkness). To leave, go south of your current position and through
    a door
    into the room in the southeast corner. There's a gate to get out of
    fortress in that direction.
    You will see the entirety of Kalistes Land upon exiting the temple.
    the depression in the path, as it is the main road of the realm. Try
    to run
    from all the random encounters with the Drow patrols and roaming
    because you can't rest anywhere (yet). If you look closely at the map,
    will notice a huge lava flow in the northwest corner. To the east is a
    mountain range. If you follow the range southward with your eye, you
    see that it stops before connecting with a smaller line of mountains,
    forming a convenient passage between the cliffs. Go through the area
    and you will come across some iron gates, which swing open at your
    daring you to enter.
    After entering the gates, you will find yourself in a Drow fortress,
    in reality, is the Drow testing area (where you test to become a full
    fledged Drow or something like that). Anyway, you will encounter
    upon entering the gates. Defeat the Drow guards and proceed to either
    north or the south. You will come to a protrusion into the pathway,
    turns out to contain a door. The door is guarded by two Drow. Have
    thief character try to sneak up on the Drow and kill them quietly. If
    character fails, you simply get attacked by guards.
    Once the Drow guarding the door are dead, go into the room. Inside
    there are
    a lot of driders. They say that if you try to fight them you will be
    but they offer to help you. They share a hint (which doesn't make a
    lot of
    sense right now) with you and then disappear. There are four areas
    like this
    around the keep, which you must visit before testing to become a Drow.
    Another note is that this is your one chance to rest and rememorise
    Pick any of the four corner rooms, kill the Drow inside and rest just
    the door.
    Next, proceed to the room in the northwest corner of the keep and
    listen to
    the conversation of two Drow. If you follow the two Drow out, they
    will go
    into another building to the east, where you will see another elf give
    a man
    a dagger, then exit. If you go east into the next room of this
    building, you
    will enter a room where there are both a clear basin and a wand. If
    touch either, you will incur Kalistes wrath, and guards will attack
    To test to become a Drow, go to the southern part of the map right in
    centre of the fortress. You will see a pathway leading north into the
    of the keep. Go down this pathway. Your party should notice that the
    wall is 'odd.' When the game asks you what you want to do, select
    Enter the hidden door into the room with an eerie glow, which is the
    beginning of the Drow testing grounds.
    The testing grounds wind around the fortress in a counter clockwise
    so just continue from one room to the next until you complete the
    tests. The
    first test is a question of strength. Your characters will face a
    solid wall
    where they must "be strong for Shest." Select your strongest character
    have him break through the wall. From here go east through a door and
    into the main hall. You will be filled with a strong sense of dread,
    as if
    Bane is watching you. Simply push forward through the wall of fear and
    party will gain experience.
    Your party will encounter a number of derider in the next room, which
    must defeat to continue with the tests. The next room contains Drow
    which must be eliminated to keep going (nothing new here). The next
    test is
    a riddle, about who is the most cunning and fearsome, yet little known
    something to that effect. The answer is, of course, Bane. Next you
    encounter a wall of heat. Think back to what the derider in the areas
    the keep said about illusions....simple press onward through the wall
    heat, which turns out to be pretty real, as you take damage.
    The wall of heat does disappear, though, allowing you to pass. In the
    passage you will come upon a young elf with an amulet, who turns into
    derider and attacks you with a number of his brethren. This was the
    test. In the next room is a treasure of several daggers, along with
    amulets to protect you from many of the random encounters. Of course,
    aren't quite finished with this segment of the game yet.
    Continue north into the altar room where a number of the initiates
    along with Locaste and some guards. Fight the guards, and the Drow
    move into
    the next room. Upon entering, Daris has a battle wills against a
    spider and
    turns into a derider amidst a lot of screaming. Take the Ward of
    Shest, a Pet of Kalistes appears, and attacks. After defeating him,
    take the
    Ward again and leave for the Parlour of Kalistes.
    The Parlour of Kalistes isn't very well marked. Follow the road across
    main river of lava and to the main castle in the northeast corner. The
    castle doesn't have an entrance so you can forget going in through the
    entrance. On the other hand, there is always the back way.
    In this case, you'll go in through the village that's just off the
    side of
    the road on the way to Kalistes fortress. Upon entering the village,
    appear in the room in the southwestern corner. Go north and into the
    of the village enclosed by the "legs" of the spider. It's midway up
    the map
    and due east from the far left edge of the map. You'll come across an
    unbroken wall of gossamer, which is the entrance into Kalistes'
    Locaste will come with her escort and approach the wall. Her derider
    skittish and much of her escort leaves. She commands the wall of
    apart with the wand and calls upon the spiders that appear to devour
    her. In
    any event, you should try to enter the parlour. The Ward will drive
    off the
    spiders that would normally try to attack you here. You will enter the
    portion of the foyer, where Pets of Kalistes wait, but don't attack
    you are protected by the Ward.
    >From the parlour, go north through the room you emerged into, which
    is the
    centre of the southern portion of your map. If you need to rest, go
    into the
    southeast corner and kill the Drow inside, after which you can rest.
    This is
    a good idea anyway, since this is your last opportunity to do so for a
    After resting, go north to the next room, which is more or less in the
    centre of the map on the far east edge. Inside, the room is draped
    webs, and contains a Drow servant. He doesn't call the guards, but
    addresses you saying that you wish to kill Kalistes, a task which he
    help with. He beckons you to look into a bowl filled with a black
    which you should recognize. It is a scrying bowl, allowing you to see
    The servant then directs you to the kitchen. The kitchen is in the
    corner of Kalistes parlour. Inside is an ogre cook, ready to kill a
    girl to feed to the Hell spawn of Kalistes. Rescue the dwarf, Arta,
    and she
    explains that prisoners are butchered for food here, then dropped down
    trapdoor to the larder to feed the Hell spawn. If you ask for more
    information about the trap door, she'll tell you that you're standing
    on it.
    Open the trapdoor and go down to the larder.
    Inside the larder (1) are many prisoners chained to the walls, and
    they begin to cry out when you enter the room. If you try to rescue
    them, they say you might as well not because they won't be free until
    Kalistes is dead anyway. Go east into a room directly across the
    from the larder (2). This room contains a number of women whom Arta
    captive with. She begs you to free them. Just as you are doing this,
    guards return. Once the guards are defeated, the women agree to wait
    Kalistes is dead before leaving.
    The next room to the east contains a group of men (3), in the same
    as the women, except without the guards. If you continue east, you
    find a
    room (4) with gold inside, but it is guarded by derider. From here go
    where you will find an intersection with four room on each side of it
    These are torture chambers. All of the chambers are unoccupied, except
    one in the southwest corner.
    If you continue south, you will enter the holding area (6) for Pets of
    Kalistes. They will avoid you initially because of your amulet, but
    will mass and eventually attack. There's nothing important here,
    unless you
    are looking for experience. The main area is to the west, which is
    Kalistes' eggs are (7). Upon entering the chamber you will notice the
    gelatinous eggs lining the walls, pulsing with light. Destroy the eggs
    gain experience and incur the wrath of Kalistes, who appears and
    The battle is not that difficult; your magic users must disable the
    Drow and
    Pets of Kalistes before they have a chance to destroy you with their
    Though my party survived their repeated magical attacks (due in part
    to my
    failure to cast a haste spell before battle), it is generally not
    recommended that you do this. Once Kalistes has been defeated, you
    will gain
    the Crystal Ring she used to keep the sunlight away from the Realms,
    is a major blow to Bane. Before leaving, simply rest inside the egg
    then venture out the way you came in.
    On the way out you will notice that the slaves have fled, and once you
    the fortress, you will also notice that the Drow training grounds have
    abandoned. But that is not your task. Your task is to go to the
    corner, into the ruins of the Drow temple, and take the Pool of
    back to Elminster's camp in Limbo. From here you should return to the
                      Mulmaster, Arcam, Bane's Land & Gothmenes
    >From Zhentil Keep, travel to the Black City of Mulmaster in the
    corner of the map. You must defeat the monsters in the arena to gain
    to Arcam. The first wave is two black dragons; the second is Purple
    and displacer beasts, and the third wave (which attacks maybe one time
    ten) consists of salamanders and pyro snakes.
    A beholder will come up to you. It says that you have earned an
    interview with Arcam. Will you go? Agree and follow the beast out of
    the arena and into the tunnels below. You need to proceed south,
    Arcam's Hall of Victory (1). In the next chamber is the chancellor of
    If you come to the chancellor before this point in the game, he will
    you a task (eliminating other allies, like Marcus, Manshoon or
    offer to pay you for it, and have margoyles escort you out exit A). At
    point, he decides that you are becoming too dangerous and orders the
    inside the chamber against you.
    Defeat the chancellor and the many margoyles and you will see Arcam
    out of view to the south. Follow him south and west, looping back
    around to
    the east where you are confronted by a red mage saying that Arcam
    wishes to
    parley. He offers a bag of gems in return. If you attack him, he
    utters a
    command word and fire elementals jump out. After defeating them and
    continuing east you will run into a dungeon (3) off to the north.
    Rescue the
    prisoner in the northeast corner, then go down to level 2 (B).
    Upon arrival in level 2, you discover that you are on the outskirts of
    Hall of the Dead. If you step into the hall, you are attacked by
    (obviously). You can either use exit C or D to go down to level 3,
    if you go directly south to exit C you will be ambushed by more
    Looping around to the west and doubling back is much more effective.
    When you arrive on level 3, go down the hallway. You will notice a
    door on
    the south wall, which leads into the Labyrinth. Think back to the
    chant that
    the Banites were using, if you happened to run into them. In any
    you'll have to wander around until you find the exit, or you can
    follow these directions. From just inside the entrance (4), take one
    step to
    the east. Turn south, take three steps, then turn around without
    This is the exit, which will take you to the room immediately to the
    Go north from here into the next room where some of Arcam's allies are
    trying to set up and ambush. They won't be prepared for you however,
    and as
    you engage them in battle Arcam floats off north. Follow him north
    into a
    large square room (6). This is Arcam's chamber, which contains
    resistance. After defeating the group of monsters guarding the door,
    will be informed that the room is full of odd ornaments and
    which are good hiding places for defenders (or, in other words, if you
    too much you get attacked).
    Proceed to the northwest corner of the room where Arcam finally faces
    Arcam, who turns out to be a beholder is accompanied by another of his
    Don't bother with magic; you have to go right to the jugular because
    both of
    the monsters are magic resistant. The ladder to the next level is
    immediately to the west (F), but if you go to the southwest corner of
    Arcam's chamber and go west through the arches to the southwest
    corner, you
    will discover the treasure trove of Arcam (7).
    When you reach level 4, you will enter a room to the east with a lone,
    sentinel inside it, in the shape of a dragon (8). When you try to walk
    it, it senses the Horn of Doom, and calls its dragon allies from the
    who swoop down on you and attack. Once they're defeated, you can rest
    in the
    room to the north. Proceed east to the next room (9), which contains a
    statue, this time of a spider with a thousand eyes looking down upon
    You guessed it, when you try to walk by, the spider senses the Crystal
    and calls spiders from the room in the north to attack you. Once you
    them go to the east into the next room (10). Inside this room, the
    will notice a giant black hand jutting from the far wall. The hand is
    in the
    shape of a clenched fist. When you approach it, it senses Bane's
    the fingers spread out revealing a portal, from which Bits o Moander
    walking trees attack you from.
    Once you defeat them, go through the portal inside the hand and
    teleport to
    Elminster's camp in Limbo. He congratulates you on getting this far,
    says that he's going to send you into Bane's Land. When you arrive in
    Land, you will see several Drow dragging Sasha out of a door. One
    dragging her, the others turn and attack you. Once the Drow are dead,
    can rest here.
    Upon leaving, you will be swept along with a rushing tide of monsters
    to an
    open are where an announcement is being made. As it turns out, the
    form of one of Phlan's ex-councilmen, Porphrys Cadorna, announces to
    citizens of Dark Phlan that he intends to marry Sasha. The only real
    you have is to listen to the rest of the announcement, since the other
    choices involve you fight a mass of monsters (trying to leave will
    monsters, who in turn attack you). Cadorna then retreats into the town
    and the crowd disperses.
    Once you begin to adventure around, you will notice the layout of the
    is just like the Phlan of the Realms, only here there are roaming
    Go to where the Sunrise inn used to be and rest there. Then go into
    the town
    hall. Minions of Bane demand that you leave, so you have to defeat
    them to
    get to Cadorna, who is in the main chambers to the west. Cadorna
    that you will not spoil his wedding plans, then orders his minions on
    and leaves through a secret door.
    Defeat the minions, and go back the way you came. You will notice 2
    one to your north and one to the south as you exit the chamber. The
    door contains the town's treasury, but it is guarded by vampires.
    reminds me, don't bother trying to turn undead with you clerics at
    point; the evil is so great that with my 40th level cleric he was only
    moderately successful in turning basic skeletons (sometimes it didn't
    at all). Through the south door is Gragnak Ulfim, who tells you his
    which is really just a sidelight.
    Rest and relax in the inn if you need to, then go to the south of the
    council chambers into a room with a number of female Drow into it.
    They are
    enchanting a black wedding dress for Sasha, placing a powerful charm
    on it
    so that she will obey Cadorna's commands. They notice you, then
    attack. Once
    you defeat the Drow, you should burn the dress. Go west into the next
    building where Cadorna is undergoing an intricate ritual supervised by
    Banites. He leaves, and turns the Banites on you . You obviously need
    defeat them, but afterward you are given the option of plundering the
    >From here, go north (rest if you need to) to the room in the
    corner of the map. Enter the room and you will hear Gothmenes' voice
    chanting part of a ceremony. Go around the corner to the west, and you
    see Gothmenes standing at a twisted altar. A malicious smile plays
    his face as Sasha is forced down the aisle by some Drow. Sasha is
    forced to
    kneel in front of the alter. She starts to scream, but then stops,
    since it
    would be rather pointless. Gothmenes begins the ceremony, and Cadorna
    Now the game asks you if you will rescue Sasha. Once you interrupt the
    ceremony, Gothmenes bellows his wrath at Cadorna, accusing him of his
    inability to rule, even while Cadorna is directly supervised by
    He demands that Cadorna take care of you, of suffer his wrath.
    then files off, blowing up a cloud of dust.
    Then Cadorna attacks you with the remainder of his minions. After
    him and his followers, Sasha comes up to you, thanks you and opens a
    presenting the party with two rings. Then she takes her leave. You
    follow her out, and then go west through the gates.
    This is where the city differs from Phlan. There is only a huge iron
    which radiates black magic and saps your strength. When you approach
    wall, the game asks you what you want to do. You must blow the Horn of
    here. Upon putting the horn to your lips, Gothmenes appears, saying
    death will be swift and terrible and that he will take you to the
    Abyss if
    you blow the horn. Then his minions attack as he flies away. Once you
    the minions, the party trudges through the carnage left by the
    minions, and
    the game asks you if you want to go to blow the Horn now. Say yes,
    then type
    6 when the game asks you the number of times you wish to blow it.
    The iron wall comes crashing down with the sound of a thousand
    tormented souls shrieking. Once you enter the Palace of Gothmenes,
    you will notice that the area map feature is sorely missing. The map
    to the
    left is an accurate rendering of the Palace. You appear in the
    corner (1). It doesn't matter if you move north or east, as the palace
    more or less symmetrical. You need to go to the one of the exits of
    room, which appears to be a dead end.
    In reality, both dead ends contain secret doors. To find the secret
    make sure you either look when you are in the corner or are searching.
    However, if you use your search ability while you are in the palace,
    game will tell you that you have three items of power: Bane's
    Talisman, the
    Crystal Ring and the Horn of Doom. It then asks who you want to give
    items to. Right now it doesn't matter who has what item, just so long
    three members of the party have the items. Go down the hallways that
    lead into. If you chose north, you will have to turn right when the
    Either way you emerge into the main courtyard. You should hear a
    voice, or
    rather, the person with the Horn of Doom will hear a voice. The voice
    another if the second (Gothmenes) won't send for the minions of Bane
    protect himself from you. Gothmenes replies that he's studied you and
    you're weaklings and easily dealt with.
    Continue through the courtyard. If you wander in the courtyard long
    you will hear the voices a second time. This time they are a bit
    Gothmenes says to Xoham (the first voice) that he should invite
    Mashavad for
    tea and to greet their 'guests.' Upon passing over the main
    intersection of
    the courtyard (2), you will be confronted by Sasha leading a group of
    Phlanarians. This should immediately seem very fishy because you just
    rescued her (or if you haven't then that all the more reason for you
    suspect this entourage).
    Well, 'Sasha' claims to have heard that Elminster has been captured,
    asks where he is so that she can rescue him. Of course this is a lie,
    you shouldn't tell her. She begins to get angry, and demands to know
    location. If you deny her again, her rage transforms her and her band
    rakashas, and they spread out to attack.
    After defeating the rakashas, you will notice two doors before you,
    one on
    the north wall and one on the east wall. You can rest outside the
    doors, and
    in fact is almost necessary that you do so, for there is a huge battle
    the opposite side of each door. Once you step through the door, you
    will be
    surrounded by enemies, who wait to see what you will do.
    If you had stepped through the north door, you would have been
    confronted by
    minions of Bane and Pets of Kalistes (3); the east door hides all
    manner of
    dragons and some Dragoliches (4). In any event, if you move you will
    attacked. What you must do first is to use the look option to get the
    to tell you that you have three items of power. It then asks you to
    distribute them, and then asks you if you want to use them.
    In order to really win the battle, you must use the artifact that you
    from either group of monsters against them. So, if you walked through
    north door, have one member of the party brandish the Talisman of
    Bane; if
    you are facing dragons, have another member blow the Horn of Doom. The
    creatures facing you will reel in dismay or terror, granting you a
    where you are free to attack them while they stand around and watch or
    to reorganize themselves. You must spend this round eliminating most
    of the
    monsters, generally with delayed blast fireballs. The second round
    works as
    normal, but you should have the advantage since many of the enemies
    already dead.
    You will notice a path leading between the two rooms; don't use it
    you want to fight another battle right away. In my opinion, the fight
    the minions of Bane was easier, but then you miss the treasure room
    (5) that
    you can only reach by fighting the dragons and crossing that room to
    southeast. In the northeast corner of the minions' room, on the other
    is a lair filled with beholders. You probably don't want to go in
    The choice is up to you; both rooms lead to the inner palace of
    which is impeccably wrought in the finest materials, the design of a
    architect. An important note: rest here and save the game. Then cast
    your protective spells, because you are going to fight several major
    back to back and this is your last chance to save and protect
    yourself. As
    soon as you leave the passage and enter the main room, a dark fog
    pouring from the arches to the right. Suddenly, in a flash of light, a
    figure appears. It is Elminster. He offers to join your party. This is
    sort of strange, since Elminster is supposed to stay in Limbo to
    provide you
    a gateway home, right?
    Well, as it turns out, the game gives you a choice of what you want to
    You can either let him join the party, or turn him down or kill him
    battle. If he joins the party, he turns into Mahasvad the Rakasha and
    easily kill the lone rakasha. If you turn him down, he asks if he
    return to Limbo. If you say yes, Gothemenes knows where Elminster, the
    being with enough power to face him single-handedly, is located. If
    fight him, 'Elminster' becomes the rakasha and you kill him.
    After the battle or slaughter--whichever you want to call it--is over,
    will hear Gothmenes curse, saying that you didn't babble about
    exact location (which makes him that much harder to find). However,
    the world is big, Gothemenes says that he will return with Elminster.
    asks fearfully what will happen if you come by. Well, Gothemenes says
    he will wind the Tantalus clock, which is the countdown until he
    Gears grind, the clock strikes one, Gothemenes teleports to Limbo, and
    ripples hiss evilly in the dark pool beyond the arches (9).
    The clock strikes about every two minutes game time; you have about 75
    to wander around before he returns. You're supposed to be looking for
    Crystal, so you can go to the northwest and see the immense book
    Tanetal has amassed in his library (7), or to the museum (8) where he
    many works of art. Both room contain minor treasures; nothing of any
    You will be surprised that there are no monsters here, though.
    The Crystal is really in the centre of the dark pool. This is where
    selection of who holds what artifact becomes important. Whomever has
    Crystal Ring should be wearing it, but more importantly, you must
    choose who
    wears it. The problem lies in the fact that whomever wears it stands a
    chance of being killed. The best choice here is to select the
    character whom
    you can most afford to lose.
    The person wearing the Crystal Ring must reach into the pool to
    retrieve the
    Crystal of Bane. That character's hand will be chilled, but they won't
    suffer the 20 damage anyone else will upon touching the surface. The
    character should take the Crystal, and upon touching it will notice
    every evil-aligned monster in the Realms suddenly has their thoughts
    on that character. Gothemenes notices this too, and rushes back with
    Elminster, so that you only have until the clock strikes several more
    before he returns.
    Once he arrives, you are teleported against your will right next to
    pool. Gothemenes holds Elminster at a wicked angle, tied up in his
    flail. He
    demands that you give him the Crystal, saying that if you don't
    will die. If you give him the Crystal, he will use it to directly
    Bane's power and will kill the entire party and Elminster instantly
    with no
    chance for escape. So you obviously turn down his request. Again he
    it. Turn him down again. He loses his composure over being denied the
    Crystal, and Elminster escapes.
    Elminster and Gothemenes face off, human to balor, good to evil,
    dancing in
    a circle of death around the pool. Creatures begin to bubble from the
    amassing and flocking to you. The person who has the Crystal of Bane
    presented with the option of using the Crystal to force the creatures
    into the pool, but the game warns you it may be deadly to try this.
    right (I had to fight the battle twice; the first time my magic user
    lost 70
    HP from trying this; the next time my paladin lost 182 of 183 HP
    this). Anyway, it works. Most of the monsters retreat into the pool
    Bane kills them for disobedience. Oh well, he saved you the trouble.
    remaining monsters swarm forward as Xoham goads them on from behind.
    Throw everything you've got against this wave; there are two more and
    gets worse, however magic won't help you with those two. The best way
    handle this wave is, as always, to use delayed blast fireballs. Once
    wave is defeated, you glance at the battle between the two titans and
    them tire. Then Xoham attacks you with his fellow beholders.
    Your spells will fail against the beholders' magic resistance; don't
    try casting. Spread your party out, but concentrate on killing one or
    two at
    a time. After all the quicker you can eliminate more monsters, the
    Rather than hitting each one once, make sure one dies before moving on
    the next, because though your attacks will disrupt their spell
    casting, they
    normally use their innate abilities anyway: flesh to stone, rays of
    disintegration and death rays, among others. This is where your prayer
    bless spells will come in handy--your characters must make all their
    throws or they will not be able to help you in the next battle.
    Once the beholders have been defeated, you turn to watch the battle
    the Elminster and Gothemenes again. Suddenly, Elminster slips and
    falls into
    the pool of darkness. Gothemenes looks around at the carnage you've
    left so
    far, and a look of doubt over his ability to beat you crosses his
    face. He
    says, that "Perhaps you have earned the use of my gem. With it you can
    the Realms. I will teach you the command word if you let me go." The
    asks you if you agree to this. The obvious answer is no. Then he licks
    lips and calls his loyal minions to himself. He gets scared and then
    calls on Bane to protect his 'chosen one.' At first it seems as if
    happens. Suddenly, a weird light seeps from the pool and you feel you
    draining away.
    Looks like you'll have to do it the hard way. Gothemenes attacks. If
    haven't figured it out by this time, the bright blue minions of bane
    you an electrical shock if you hit them with a melee weapon (i.e. a
    axe, staff, etc.). You'll have to use bows and arrows, but to use
    these you
    must be at least 1 step away from all enemies (the idea is that if
    closer you have to defend yourself against other attacks, which
    doesn't work
    too well with a bow & arrows). The first enemy you kill is Gothemenes,
    followed by the minions of Bane, and finally Bits o Moander.
    Once all the monsters have been destroyed, Gothemenes drags himself to
    edge of the pool and calls out: "Bane! Save your faithful servant!"
    But it
    seems Bane doesn't hear, because the god eliminates those who fail
    him. The
    cold flame from the pool which burns Gothemenes alive is merciless.
    Suddenly the Crystal of Bane turns to dust in your character's hand
    Elminster reappears from the pool of darkness. He says that he has
    Bane's realm and it is terrible, and all that fun stuff. A fog begins
    descend upon you, but suddenly it vanishes from your eyes. Elminster
    that only he and you will ever remember that this happened; the fog
    make the rest of the Realms forget it. Then he transports you to
    You are done with the game, in as much as saving the Forgotten Realms
    You can wander around Phlan and talk to the people who you met on your
    journeys; they've forgotten all about the attack on the Moonsea; it's
    as if
    it never happened, and they act as if they don't know you (though Shal
    to recognize you from somewhere....). Sasha has cancelled her trip to
    Thar to
    inspect their forces there because it is such a peaceful time. Priam
    you, but not as if you were any different than another passerby. Vala
    to go to Vaasa and stir up trouble for you. Nothing has changed, or
    has it?
    >From here go to the boat docks. Elminster steps out from some crates
    welcomes you. He explains exactly why nobody remembers anything about
    attempt at conquest (it wasn't the fog after all!). When the greater
    returned the cities, they also returned time as well--it's as if time
    resumed right before the big catastrophe with the Moonsea and the
    disappearance of the cities, only the nightmare that followed never
    He goes on to say that you have passage on a boat to a realm far away
    the Forgotten Realms, should you so choose to go and live the rest of
    lives in that location (all the treasure you left with him in his
    vault in
    Limbo is in the cargo hold). He also says that a mysterious boat has
    landed and has there should be one more challenge for you there should
    wish to undertake it before leaving the Realms. He's going back to
    Shadowdale. He leaves. Go east to the door to the docks, and Rolf will
    what you want to do.
    If you take the fine ship, he asks you if you really want to bid a
    good-bye. If you say yes, you will pass from the Realms forever,
    that by your hand the Realms where saved and that your deeds will
    change the
    face of the earth altogether.
    On the other hand, if you take the other ship, complete with broken
    mizzenmast, the captain explains that he met a man who loved
    challenges--ones that involve death. Anyway, he asks if you are sure
    want to go. If you say yes, he allows the party to encamp and save the
    and rest beforehand. Afterward, he asks you to confirm your choice. If
    still agree to go (knowing there is no turning back), you all board
    the ship
    and sail on calm seas for several days until you reach and island,
                              Part IV: Dave's Challenge
      Please Note: this portion of the walkthru is optional, and therefore
    I am
     releasing the previous portion before the entire document is ready.
                  pardon the disorder in the rest of the document.
    This deserves to be in a whole section by itself. The map included and
    directions should help you through Dave's Challenge itself (the area
    feature is off in this segment too). The object of Dave's Challenge,
    as Dave
    himself will tell you after noting your deeds, is simple: Survival. To
    achieve this end, you must recover four Bonds: the Fighter's Bond, the
    Cleric's Bond, the Mage's Bond and the Thief's Bond, which are
    throughout the fortress, and then escape.
    To complicate matters, all the enemies in the fortress are more
    powerful the
    second time around, and have something in the neighborhood of two to
    times as many hit points. However, their other attributes seem to
    remain the
    same. Good luck! You'll need it.
    Upon entering the labyrinth, Dave speaks to you. In addition to what
    tells you, there are a couple important notes. First of all, there is
    one place where you can safely rest (29), and even so you can only
    rest for
    a limited period of time (the longer each rest is the less often you
    can do
    it). The best solution is to use the potions that you find and
    spells, and to also try not to rest until you have recovered all 4
    Also, the Rune will disappear after resting twice to regain spells
    lost in
    these three locations: 3, 13 and 34. A couple more notes. Turning
    undead has
    basically the same effect here as it did in Gothmenes palace: none.
    bother wasting your attacks. You should also know that the wandering
    monsters are packs of vampires. The only other place to rest other
    than the
    Rune is after the battle at 21. Off you go!
    1. The entrance and a fight with Greater Basilisks and Carrion
    2. Beholders will allow the party to talk with them 3 times to get
    clues to
    the challenge; after this they attack.
    3. All memorized spells are lost.
    4. A fight with about 6 Pets of Kalistes.
    5. A fight with a number of human thieves.
    6. Treasure: Money, minor swords & armor and potions.
    7. A fight with Red, Green and White Dragons; The Fighter's Bond is
    8. A fight with vampires, IF you go into the center of the room.
    9. Another battle with wraiths, spectres, and wights.
    10. Several liches and spectres guard the Cleric's Bond.
    11. A fight with skeletons, after which you advance to another
    with even more skeletons.
    12. Treasure: Money, minor swords & armor and potions.
    13. All clerical spells are lost.
    14. A battle with a large force of vampires.
    15. The Mage's Bond is here, along with a one way door.
    16. There's an electric trap under the door, so go through the secret
    to the south.
    17. The Thief's Bond is here.
    18. Treasure: Potions, money and minor weapons & armor.
    19. The secret door here will only appear after all bonds have been
    20. The next step you take will teleport you to 21; this is your last
    to cast spells!
    21. All spells are lost. In the final battle, the party must face 2
    the first consists of Gothmenes, Tanetal, Blue Bane Minions and Red
    Bits o
    Moander. The second wave consists of Thorne, Kalistes, some Red
    Dragons and
    Pets of Kalistes.
    22. Type "Oh, well" here and be transported to 23.
    23. A safe spot, believe it or not (no pun intended)!
    24. Drink from the fountain to gain experience points.
    25. Train your characters.
    26. There's a pool of water here; it has no visible effect either good
    27. Treasure: 2 Vorpal Swords, 2 Girdles of Giant Strength, 3 Pairs of
    of Speed, other good stuff.
    28. You can be teleported back to Phlan (but might as well keep going
    this point).
    29. The Rune: the only place to rest (see notes above).
    30. The clerics can destroy the altar.
    31. One person must stand against fear.
    32. Next is a fight with Blue Bane Minions, Bulettes, and Red Bits o
    33. An encounter with Large Iron Golems.
    34. All mage spells are lost.
    35. The passageway is charged with electricity; searching would be a
    idea right now!
    36. Disarm the trap on the secret door or you will take damage.
    Dracons are demi-dragonian humanoids. They are fairly
    large, stocky, scaled creatures with tough, armored
    hides and tremendous strength.  Their hands and feet
    are clawed.
    Dracons are more like walking tanks than anything
    else, being resistant to heat,flames,cold,high
    altitude and almost anything else. They can swim
    well,they can hold their breath for a long time and
    can therefore navigate small bodies of water by
    walking across the bottom.  Dracons tend to live in
    volcanic caves where the air is warm. They are
    typically intelligent creatures preferring themselves
    and their hordes/minions for company.
    Because of their draconian heritage, a dracon will
    almost certainly be able to breathe something nasty,
    either acid, fire, poison, or something equally
    unpleasant. Typically, as a dracon ages and improves
    physically, this ability also improves in both
    strength and endurance.

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