TABLE OF COMTENTSLNTRODUCTION ........................ ...... .. .. ...... ... .. . . . .. . . . ..... .. . ..................... ...... .... .. .. .. ............1

MISSIONS AND ADVENTURES . . . .. .... .. .. ...... ........................................ . . .. .... .......... ............2
MAPS:" Civilized Area, New Phlan. .. .. .. .. ................................... ................... .. .. .. .. ...... .. ............3" Slums ............ ..... ............. .. .. .. .. ........................ . .. . ........ . ..... . ........... .. .. .. .. ........ .. .. ........5" SoM Keep ......... .. ........... .. .. .. .. ................................... .. .... .. ... . . .... .. .. . . .. .. ... .. . .... ..........7" Kuto's Well & Catacombs .. .. .. .. ................................... .. .. .. ............. .. .. .. .. ....................9" Mendor's Library ....... .. ................. .. .... .. ...... ............................. ....... .............. .. ..........1 l" Podol Plaza ................. ................. ........ ...... ......................... .... ....... .. .... .. ........ .. ...... ..13
" Cadoma Textile House ........ .. .. ..................................................... . .. . ... .. .......... ........15" Wealthy Area dt' Temple of Bane ................................. ........ ........... .. .. .. .. .......... .. ......17" Kovel Mansion .... .. ......... .. .. . . .. .. ................................... .. .... .. ............. .. .. .. ............ ......19" Western Wilderness, Silver Dragon's Den.................... .. .. .. .. ............. .. .. .............. ......21" Central Wilderness ........... .. .... .. ..................................... .. ............. ...... .. ....................23" Eastern Wilderness ........ ............. . ...... . ..... ... . ....... . ....................................................25" Nomad Camp . ..... . .... ..... ..........................................................................................27" Kobold Caves . ................................................ .. .. .... .................................... .............29" Sorcerer's Island ..................... .... .................... .. .. .. .. .................................................31" I lzard Man Keep & Catacombs....................... .. .. .. .. ................... ..... . . .......................35" Buccaneers Base ............................................ .. .. .. . .... . ............... ..............................37" Outpost of 7hentil Keep . .... . ....................................................... ..............................39" Valhingen Graveyard ................................... ............................... ............................. .41" Stojanow Gate ............................... .. .. ........................................ ............... ...............43" Vaijevo Castle : Introduction ........... .. .. .. ........................................................ ............45" Valjevo Castle, South West ............. .. .. .. ........................................................ ............46" Valjevo Castle, North West ............. .. .. .. .......................................... .. . ............. ..........47" Valjevo Castle, North East .... .... .. . .. . .. .. . . .. . ... . ................................................. .. .. ........48" Valjevo Castle, South Fast ... .... .. .......... .. .................................................. ...... .. .. ......49" Valjevo Castle Maze ........... .. .. .. .. ............ ................................................ .. ..... ... .. .. ....50" Valjevo Castle, InnerTower.. .. .. .. ............ ........... . . .. . ....... ....................... .. .............. ....51
SELECTING HEROES . .. . . . ........ .. .. .. .. ................................... .... .. .. ........... .. .. .. ............ .. ....53
DEFINITIONS AND CONCEPTS .. ......................................... .... .. .. ............. .. ................ . .. .54
COMBAT .............. .. ............................................................ .. .. . . . ......... ...........................57
SPELL.S ................ .. ............. .. . . . ... . ............................ .... .. ................... ............................60
SPELL PARAMETERS CHART .................................. .... ....................... ................ . ...........63

Clue Book
George MacDonald
Art, Graphic Design and Desktop Publishing
Louis Sackow Design : David Boudreau, Peter Gascoyne, Kathryn Lee
Strategic Simulations, Inc . reserves the right to make improvements in the product described in this clue book at anytime and without notice.
Strategic Simulations, Inc . makes no warranties, express or implied, with respect to this cluebook its quality, merchantability or fitness for any
particular purpose . This cluebook is provided'as is.'ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are trademarks owned by and used under license from TSR, Inc., Lake
Geneva, WI . USA
Copyright 1988 TSR, Inc . All Rights Reserved .

This cluebook is copyrighted and includes proprietary information belonging to TSR, Inc . No one is permitted to sell copies of this cluebook toarty person or institution except as provided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy,
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IIYIRODUCTImPOOL OF RADIANCE is Strategic Simulations Inc.'s

mission has a specific goal that is given in the city
council proclamation and in the council derk's
description of each mission . in some missions you
simply have to hack your way through everything infront of you. In other missions you must sneak andbe unobtrusive . In some missions you must be diplomatic, and in others you must simply survive. Staytrue to your objective as each mission unfolds .

POOL OF RADIANCE does not rely on obtuse puzzles or

Finally, remember the overall goal of the quest, .theliberation of Phlan from its evil oppressor. It is notnecessary to clear every block, defeat every evil, oreven complete every mission to free Phlan. As soon
as the Boss that controls Phlan is defeated, the undirected monsters that were under his control will fall
like wheat to the scythe . Always remember that thedefeat of the Boss is your final goal. Good luck!

first ADVANCED DUNGEONS & DRAGONS®
Computer Role-Playing Epic set in the
FORGOTTEN REALMS TM game world . POOL OF RADIANCE
is a huge game, with over two dozen different individual missions and adventures. It is designed to mirror
the kind of connected adventures that form the basisof the AD&D® role-playing game.
unfathomable word games to create challenge. Instead, POOL OF RADIANCE relies on challenges that arise
from within the scope of the adventure. Each adventure centers around solving a mystery, defeating an
enemy force, or discovering the true allegiance of themysterious groups you meet.
You are sure to have questions as you adventure
through POOL of RADIANCE. First, read the rule book andAdventurers Journal that come with the game. Thesebooks will answer most of the questions that comeup. Second, you can refer to this clue book foranswers; it is the definitive source for insight into theadventure in Pool of Radiance. Third, you can look
into the many ADVANCED DUNGEONS Sc DRAGONS®
books for background on the game. The AD&D®
Players Handbook and the AD&D® Dungeon Masters
Guide provided the basis for the rules in POOL of
RADIANCE. THE FORGOTTEN REALMS T" Campaign Set
and Ruins of Adventure module provided the background material for the storyline. These sources
should tell you all you need to know about POOL OF
RADIANCE.

Keep your current objective in mind while you playthrough each mission in POOL OF RADIANCE. Each

Missions and AdventuresThe quest in POOL OF RADWYCE is divided into missions or adventures. The City Council of New
Phlan will direct the characters to most of their
missions. Occasionally, the characters will discover anadventure on their own . It is not necessary to "touch
every square" in Pool of Radiance to complete thequest. The party should take the missions that soundinteresting, find out all the information they can, andwork to complete their overall mission and free Phlan
from its evil overlord.
Each mission is set in a specific area The descriptionof each mission includes a map of the area, the background storyline for the area, where the party canrest, a description of the important places in thatarea, and the aftermath of the mission .

CIVILIZED AREA, NEW PHLAnt
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Map Locations
1 . Boat : Catch a boat here to take you
to Sokal Keep. After Sokal Keep iscleared, you may also take the boat
into the wilderness to the east or to thewest.
2. Passenger Dock: This is where youtell the boatman your destination andpay your passage when traveling into
the wilderness .
3. Temple of Tyr: Healing services areavailable here .
4. Bishop Braccio's Office: Here, you
can meet Bishop Braccio, leader of thetemple of Tyr in New Phlan.

T

he Storydne : rIew Phlan is thearea that civilization has carved
out of the monster-controlledareas of Old Phlan. New Phlan sits precuriously on the southeastern corner of
Old Phlan as shown in the city map on
page 26 of the Adventurers Journal.
Monsters control all of the rest of thecity, and the monsters are themselvescontrolled by a mysterious "Boss" . Your
quest is to liberate the city from monsters, discover the Identity of the boss,and defeat the boss to free the city .
Notes: In Pool of Radiance, the city
council sends you on most ofyouradventures. When you visit the city
council building there are Prvdama
tions on the outside of the building
describing things the city council
wants done. When you go inside thecouncil building and visit the deck,she will describe several commissions

that are available. You can undertake
any of these missions. You can also
explore on your own and go 'looking
for trouble". Afteryou have completed
a mission, return to the council clerk.
She will give you any rewards due youfor completing missions and informyvu ofnew missions.
New Phlan is patrolled by a very ef&
dent city guard. If you try to rest in thestreet or enter the city hall or a shop
alter dark, the city guard will respond.
The chambers of the city council are
guarded by the councilguards, andthe temple of Tempus is guarded byits own temple guards. If)vu fight anyof these guards, you will be unable tobuy anything In the shops or temples
untilyou complete a mission.

Where You Can Rest: The only place
you can rest in the city Is at an Inn(location 19 on the map) . It costs I
platinum piece for the party to rest, butthey may rest as long as they like.

5. Dueling 6e Hiring Hall : Here, individual members of the party can duel togain experience points, or the party canhire NPCs to help the party on their adventures. Hired NPCs receive a cut of
the treasure before the players ever get
their hands on it .
6. Clerical Training: Characters that areclerics or clerical split classes can train
here .
7. Magic User Training: Characters thatare magic users or magic user split
classes can train here.
8. Fighter Training : Characters that are
fighters or fighter split classes can train
here .
9. Thieves Training: Characters that are
thieves (politely called rogues) or thief
split classes can train here.
10 . Temple of Sune: Healing services
are available here. All temples have thesame services and charge the sameamount .
11 . City Park.
12 . The Entrance To The City Hall :Proclamations of the City Council areposted on the wall here.

13. The Clerk of the City Council: The
clerk is a source for information on
missions that have been authorized by
the city council and gives out rewards
for completed missions .
14. Junior Councilman's office.
15 . Senior Councilman's Office .
16 . Head Councilman's Office .
17 . City Council Chambers .
18. Temple of Tempus : Healing services are available hare.
19 . Inns: Heroes can rest and heal atthese inns without interruption .
20. Taverns: Heroes can gamble andget into brawls (which are worth experience points) at these taverns.
21 . Arms & Armor Shop : Weapons andarmor are available here. All shops
charge the same prices .
22. General Items Shop: These shops
sell mirrors, flasks of oil, holy symbols,and vials of holy water. The wooden
holy symbol of Tempus is a good buy
because Tempus is a lawful good god
and his symbol will repel vampires.
23. Silver Shop : These shops sell silver
weapons, silver armor, silver jewelry,
and a fine composite bow.
24 . Jeweler: This shop sells expensive
jewelry to allow rich heroes to conveniently carry their money. Jewelry ranges
from 75-50,000 gold pieces in value.
Finale: You don't need to "clear" thecivilized block. When you have finished
your quest, return to the council clerk
for your final rewardl

SLUMS:
00123456789101112131415

7. Hobgoblins: Search the room after
the combat to find their treasure .

1
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8. Gypsy: She will read your fortune. If
you attack her, it will enrage the monsters In the slums and make the random encounters much tougher.

456

9. Orcs: Cast detect magic on the orc's
items to separate the magic items fromthe trash.

789

10. Monster Guards.

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11. Monster Leaders.

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12. Goblin Guards: This is a toughfight. Try to cast a sleep spell on the
goblin leaders to reduce the enemy
archery.

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he Storyfne: The townspeople
have reclaimed the "civilized"
section of New Phlan. They havereinforced the walls between the civilized section and the slums which arestill controlled by monsters. The heroes
must defeat the monsters that wander
the slums, along with rooting out themonsters in their lairs. This is a searchand-destroy mission where the heroes
must be on the lookout for dues to thisand future missions.
Where You Can Rest : You can rest
safely in any room where you havedefeated a set encounter. You can also
rest safely after you have cleared theslums.

6. Secret Treasure Room : Treasure Is
behind the illusionary wall to the east.

Map Location
1. Orcs: Several Orcs arguing over a
piece of paper.
2. Goblin Armsmaster and his students: Throw a detect magic on the
goblin's items to find their treasure.
3. Magic User : Ohio, a magic user, willoffer you an assignment to go get a
potion from the rope guild for him. If
you get him the potion, he rewards you
with a magic item . If you attack him,
his army of monsters defend him .
4. Stable: Search the room to find thetreasure.
5. Kobolds: Their treasure includes aset of magic bracers that act in theplace of armor but do not slow the
wearer.

13. Hidden Loot : Search this room forthe treasure that the goblins wereguarding.
14 . The Entrance to the Old Rope
Guild: The random encounters inside
the old rope guild are tougher thanthose outside. It is safer to defeat all 15
random encounters before entering therope guild .
15. Ohio's Potion : The man here will
give you Ohio's potion if you tell him
Ohio's name .
16. Trolls and Ogres Tossing Things:
Very tough. 'This battle is a coming-0fage test. If your heroes can clear thesemonsters then you can handle the restof the ugly things that the world has tothrow at you. You may want to go backto the hiring hall and hire a hero for thisbattle. Equip him with a bow andarrows and ready his arrows so that hewill provide ranged fire.

Tactics and firepower are the keys towinning this fight. The Trolls and Ogres
are 2 square monsters, and the battle
occurs in a narrow room which limits
their mobility . Because the two Ogres
are up front, the four trolls are trappedbehind them . The ogres are less dangerous than the trolls, so do not kill theogres until you have defeated all thetrolls. Take your two characters withthe best AC and HP and have themengage the ogres. Everyone else should
stand one square back and use ranged
weapons and attack spells on the trolls
until they all go down.'Once the trolls are down, finish off theogres. Try to bring down all the trolls at
about the same time, and then kill theogres quickly. If you kill a troll early inthe battle and take a long time finishing
everyone else off, the troll will regenerate and stand back up . Then you'll
have to deal with him all over again. If
you advance onto the square the troll
had occupied, the troll will be unable tostand back up .
Finale : The slums are cleared after you
have defeated 15 random encountersand dealt with all the set encounters .
When you return to the city council, they
will pay you a reward for clearing theblock and offer you additional missions.

SOKAL KEEPS
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Key:
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DOORORARCHWAYaT

he Storyline: The fortress ofSokal Keep on'Ilrom Island dominates the seaward passage intoand out of Phlan. Humanity made its
last stand at Sokal Keep during the fallof Phlan. The Keep is now haunted andis not currently controlled by either the
Boss or the forces of New Phlan. The
spirits from the fortress disrupt shipping and keep traders from coming to
New Phlan. It is important to the city todear Sokal Keep of its haunting inhabitants. The Boss does not want the keep
cleared because of the commerce itwould bring to New Phlan. It is safe toassume he will do something to try andstop the heroes .

ILLUSIOHARYWALL
IMPASSABLEAREA

Where You Can Rest: After you killfour undead patrols, you can rest anywhere in the Keep. If you leave theKeep and return, the undead patrols
return to full strength .

Map Locations
1. Dead Elf: Search the dead elf andfind the scroll on his body with threecode words in elvish. The code words
translate as: LUX, SHESTNI, andSAMOSUD.
2. Undead Patrol Area: The inner Keepis patrolled by small groups of skeletons and zombies. Before you go into
the chapel, the patrols will leave you
alone if you parlay with them and say
SHESTNI. After speaking with FerranMartinez, you must parlay with themand say SAMOSUD. If you defeat four
patrols, the current supply of undead is

exhausted. If you leave the Keep andreturn, the undead patrols return to fullstrength .

you parlay and speak the password
LUX, they will quiet their wailing andshow you a hidden treasure.

3. Scorpions: Here, you meet a mixed
group of huge and large scorpions.
Have a cleric memorize a slow poison
spell before this fight, just in case acharacter gets hit and misses his saving
throw.

8. Fen-an Martinez: As you approach
the altar, the ghostly form of FerranMartinez rises up . Ferran Martinez hastransformed himself into a spectre andbound his form here in order to power
the supernatural defenses of Sokal
Keep. Even though he is a spectre, do
not fight himI In combat he is very
powerful and drains 2 experience levels every time he hits . Parlay withFerran Martinez and use the codeword
LUX. Tell him the truth when he asks
about the state of the city . Since
humanity is retaking the city, FerranMartinez' job is finished . He informs
you of the items hidden behind an illusionary wall in the armory. Then he is
freed from his spectral bondage andgoes on to his final reward .

44. Fungus: Here, you find a room full offungi.
5. Poisonous Frogs: Here, you meetpoisonous frogs. Parlay with them andyou will go to combat. Search the entire
room after the battle to find the hidden
treasure .
6. Hobgoblin and Orc Assault: Onceyou enter this room, the Boss' Hobgoblin and Orc assault force catch up
with you. This force has been sent by
the Boss to keep you from clearing
Sokal Keep and opening the sea lanes
into new Phlan. This is a large force,with archers. To have the best chanceof defeating them, enter the room fromone of the southem doors so that you
can set up a short, straight defensive
line with secure flanks . Be sure yourcharacters are completely healed andhave all of their spells memorized
before going into battle . Use sleep andhold person spells to stop enemy
archers and to create a wall of helplessenemy just in front of your heroes. Be
careful not to cast sleep on any of yourown characters . The enemy archers
only have enough arrows for a few
shots; if you haven't defeated them by
the end of the fourth turn, you cantreat them just like normal monsters.
You may want to hire a hero from thehiring hall to help you with this fight.
7. Haunts : Wailing spirits of the defenders of Sokal Keep inhabit this room . If

9. The Armory : The illusionary sectionof wall in the northeastern corner hides
the entrance into the secret treasureroom .
10. Secret Treasure Room : In the northwest corner of this room, you will findthe magic items Ferran Martinez mentioned earlier.
Finale : Once Fenan Martinez has been
told the truth about the city, his ghostly
haunts will no longer be a problem toshipping in and around new Phlan.
After the players return, they will beable to take a boat from the passenger
dock into the wilderness to the West,
the North Bay, or the East .

KUTO'S WELLS
0123456789101112131415

Key:
MLL

DOORORARCHWAY

H

RUBBLED WALLT

he Storyfne: The infamous
bandit, Norris The Gray, and his
bandit horde infest the area near
Kuto's Well . The well is the only sourceof fresh water in the area, and so thearea around the well is a neutral zone
where many monsters come and drink.
So long as creatures don't search thearea for Norris' hideout or attempt toenter the well, Norris' troops don't givethem any trouble.

The city council doesn't have a special
commission for dealing with Norris The
Gray, but after the players clear thearea they will get the standard reward
for clearing the block, as well as being
able to keep Norris' treasure .
Where You Can Rest: You cannot rest
in or under Kuto's well until you havedefeated Norris the Gray. After Norrishas been defeated, you can rest in the
catacombs beneath Kuto's Well .

Map Locations:
Area Near Kuto's Well

KUro'S WELL CATACOMBS:
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Key:

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WALL

DOOR OR ARCHWAY

SECRET DOOR

5
6

IMPASSABLEAREA

climb down the ladder and explore thecatacombs below.
4. A patrol consisting of a lizard man
and giant lizards guard the hag behindthe door.
5. A hag on a rug. Search for her treasure under the rug.

6. The lower part of Kuto's Well, withan ajar secret door leading into the catacombs .
7. Kobold archers will ambush theparty here until Norris The Gray has
been defeated .
8. Norris The Gray and his bandit horde
will be waiting for the party at one ofthese locations. Norris and his bandknow the catacombs very well, so
whichever area the players get to first,
Norris and his band will be there waiting for them .

1. A wandering group of sickly kobolds
may be encountered in these buildings.

9. Search this area to find Norris The
Gray's loot .

2. Norris The Gray's kobolds guard thewell from these locations. If you searchnear any of these buildings, the guards
will attack

Finale : Once Norris The Gray has been
defeated, you should return to the city
council and collect your reward forclearing the block.

3. Kuto's Well . If you search a(Ijacent to
the well or attempt to enter the well,
the kobold guards and a set of reinforcements from within the well attack
the party. If you enter the well, you can

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MENDOR'S LIBRARYT

he Storydne : Mendor's Library
was one of the great centers ofknowledge in all the Moonsea
reaches. After the fall of Phlan, most of
the monsters didn't know what to dowith the library. The Boss, however, rea
ognized it for the treasure trove that itwas. He had the library magicallysealed until he could send out a teamof experts to pillage the library's secrets.
Unfortunately for the Boss, the Plight of
the Wyrms caused chaos throughout
Phlan and diverted his attention awayfrom the library.
The city council knows that tomes andbooks from Phlan's past could hold thesecret to their salvation, so they haveset a bounty for the recovery of important documents. The party'sjob: dear
the block containing the library, discover some of the background and secretsof the Boss, and gain the bounty for
returning some of the important works
from Mendor's Library.
Where You Can Rest: The party can
rest anywhere in the library except in
the Garden .
Note: Stay in Search Mode as you
move through the library to make sure
you find everyUf yvu are looking
for. You may need to look in an area
several times to find all the items hidden among the clutter.

Map Locations
1 . History Section: Search this area
until you find the books Lex Geographica, History of the North, and Grand
Historian's Records of the Arts of War.
2. Rhetoric Section. A basillsk lives in
the Rhetoric section. Be prepared with

spells to raise your Saving 'Ihmws. Kill
the basilisk before he gazes and turns
any of the heroes to stone.
3. Philosophy Section: Search this area
until you find the books, 'Pyerdeth's
Discourses on Power' and "Urgund's
Descriptions of Darkness."
4. Mathematics Section: No special
books here.
5. Storeroom: A group of scaredkobolds. Talk to them and they'll give
you a map to part of the Cadoma
Textile House.
6. Madman in Corner: Talk to the madman and listen to his ramblings. Unfortunately, his madness is incurable. If he
is with you when you return to town, hewill causetrouble.
7. Master Scribe's Chamber: Search
this room until you find the treasure.
8. Librarian's Chamber: Search thisroom until you find thetreasure.
9. Garden: Beware the denizens of thegarden . There is no treasure here.
Finale: After you find the books andtreasure in Mendor's Library you should
leave through one of the two doors.
The spectre of the librarian will attack
you as you leave if you have taken any
books. The city council may continue
to pester you for books, even after you
have retrieved all five useful tomes
from Mendor's Library.

Key:
w4LL
DOOR OR ARCHWAY
IMPASSABLEAREAT

he Story6ne: There are two different ways to enter Podol Plaza:
When the party is on the secretmission given to them by the city council, or when they wander In without amission.
If the party has received the secret mission, they are there to sneak in, watch
the monsters auction off a powerful
magic item, try to get as much information as they can concerning the item
and its purchaser, and then get back to
the city council with the information .
The best wayto do this is for the party
to disguise themselves as monsters
when they enter the block.
If you are not on mission, you can
avoid mast random encounters by hugging the walls and staying out of theplaza. While not on mission, it takes 10
random encounters to dear the blockof monsters. You cannot dear theblock while on mission .
Where You Can Rest: You can rest in
the secret temple of II-Mater while theblock is active, or anywhere after theblock is cleared.

Map Locations
1. Minor Temple of Bane : If the party is
on mission and disguised, they will be
recruited for the main Temple of Bane
across the river. If the party is not disguised, their disguise is penetrated,
they return after being recruited, orthey are not on mission, they will haveto fight the minions of Bane stationed
here .
2. The Pit: Here the party can duel abuccaneer and get the magic items offof his body and get into a brawl with abunch of monsters .
3. The Secret Temple of 11-Mater: This
temple is behind a pair of wizard-locked
doors. If the party can get through thedoors, they are offered standard healing services and a place to rest, heal
and memorize spells .
4E. The Auction: When the party is on
mission and they enter these squares,
the auction commences . The closer theparty gets to the auction block themore information they will learn, but
the greater the chance that their disguises will be uncovered. If the party's
disguise is uncovered then the auction
will be canceled and the party will haveto fight its way out of Podol Plaza.
Finale : If the party is on the secret mission, they only have one shot to get
information on the auction. Once they
enter, the auction will occur and they
will have to get as much information as
they can. After they have observed theauction, return to the city council. They
will take your report and give you yourreward .

CADORIYA TEXTILE HOUSE

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Key:
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BdPASSABLEAREA

fhe Storyline: Junior Councilman
Cadorna is the last heir to theoriginal Cadorna family treasure .
He had sent an adventurer to the ruined
remains of his family's holdings, but theman has not returned . Cadoma hires
the party to go to the Cadorna Textile
House to find his hired hand and theCadorna family treasure. He will pay
generously for the return of both items.
Where You Can Rest : Once you havedefeated the the ogre leader (#9) and
10 random encounters, the block iscleared and you can rest anywhere.

Map Locations
1. Dry WI-11: This well is the secretentrance to an underground Thieves'
Guild. Any character who is not a thief
and who tries to climb down will fall,taking a lot of damage. A thief (who hasremoved any armor heavier thanleather) may attempt to descend withhis climbing skill. The guild master willthrow any intruder out of the well withhis ring of telekinesis unless the intruder is a thief and the party is on Cadorna's secret mission. If the party is on
Cadorna's mission, the guild masterwill offer to guide the party into the textile house (at la) and past the hobgoblin guards . If the party visits the thieves
after it has recovered Cadorna's treasure (and not broken the seal), the guild
master will offer (for a cut) to open thetreasure and duplicate the seal so that
Cadorna won't know it was opened .
2. Hobgoblin Barracks : The hobgoblin's
main garrison is quartered here.

3. High Priestess Grishnak leads theservice in this makeshift temple . Hereyou can get the brass key to free Skull
Crusher (#4).
4. Skullcrusher chained up : Skullcrusher was sent by Cadorna to retrieve
the family treasure . If you free him, hewill join your band .
5. "Skullcrusher Was Here" is carved
into the wall .
6. Baby hobgoblins are hiding here .
They flee on sight.
7. A hobgoblin body that Skullcrusher
killed with his bare hands lies here .
8. Skullcrusher will point out the secretdoor to the east.
9. The ogre leader and his troops await
here for the party. After the battle, theparty will find the iron box with theCadorna family treasure. If the party
opens the box themselves, Cadorna
will assume that they have stolen someof the family treasure .
Finale: After you have recovered theCadorna family treasure (and disposedof it as you will), you should return tothe council clerk. If the characters
didn't obviously open the box, then theclerk will give them a reward . If theparty did obviously open the box; thenCadorna will meet them at the entrance
to the city hall and threaten them .

WEALTHY AREAS
Key:

H
0

WALL
DOOR OR ARCHWAY

IMPASSABLE AREA

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Key:
WALL

1
2
3
4
5
6
7
8
9
10
11

DOORORARCHWAYEl

he Storydne: The great temple of
II-Mater has been converted to
the worship of the evil god Bane.
Bishop Bracclo from the temple of Tyr
will give you the help of Dirtan, a 6thlevel gnome cleric, if your party will
help clear the temple and find the lost
artifacts of II-Mater.
A halforc cleric, Mace, leads a motleygroup of cultists and slaves in theremodeled temple . Mace lives in a
mansion in the wealthy block adjacentto the temple area. Mace knows thatthe temple still holds hidden treasures,but he and his followers have been
unable to find them. When the heroes
penetrate the temple, Mace figures thatthey too are looking for the treasures.
He intends to let the heroes search thetemple and then kill them after they
have found the treasure or when they
try to leave.
Where You Can Rest: Mace's followers
patrol both the Wealthy Area and theTemple of Bane. Until you dear both
blocks it is unsafe to rest anywhere ineither block.

TEMPLE OF BANE :0

T

IMPASSABLEAREA

Map Locations
1 . Mansion Entrances: As soon as theheroes enter the mansion, the guards
will jump them. There is only one set ofguards.
2. Hidden Treasures: Mace has hidden
his loot throughout the mansion. After
fighting the mansion guards, choose
Search Mode and search these rooms.

44. Mansion Guards : More guards await
here . They have no special treasure.
5. Manor Guards : This smaller manor isa barracks for a group of orc guards .
The guards will attack if you enter.
6. Orc Bedroom : Nothing but dirt here.
Don't search the beds or the beds'
owners will return and attack you.
7. Orc Jail : There is a false clue here.
8. Temple Entrance: .A blind orc stands
at the front entrance.'He will feel to see
if you have the leather holy symbol . If
you have it, he lets you inside . If you
don't, he calls the temple guards . You
can get a leather holy symbol off ofmany of the encounters in the wealthy
block and off of the wandering patrols.
You will be attacked here as you leave
the temple if you leave before finding
all three treasures or defiling the altar.
9. Hidden Treasures: Change to Search
Mode as you enter the temple. Once
you find the third treasure, Mace andhis followers attack.
10. Altar: This is a disgusting altar to
the worship of Bane. Ifyou defile thealtar, Mace and his followers will become enraged and attack with fanaticalmorale.
Finale : Both blocks are cleared after
you win the fight as you enter the mansion (#1) and defeat Mace's followers at
the temple. Dirtan the Cleric will remain
at the temple to begin the rebuilding.

3. Goblin Slaves : These helpless slaves
are being kept by Mace. If you freethem they will give you an important
due.

12
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17

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KOVEL MANSIONS
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Key:
VALL

DOOR OR ARCHWAY

T

he Storydne0he main thieves'guild of Phlan has taken over theancient mansion ofthe Kovel
family. The thieves act as spies andinformation brokers for many forces in
the city. Your mission is to find all of
the thieves and dear them from Kovel
Mansion .
Where You Can Rest: You cannot rest
In Kovel mansion until all the thieves
there have been cleared out.
Note: Novel Mansion Is full of blips
and locks set by the thieves' guild.
Always move In Search Mode to givethe party the maximum chance to spot
a imp before itgoes off. Once a trap
orlock 11 found, a thief(wearing noarmor heavier than leather) has achance to deal with' them.
Asyou wander through the mansion,
you can be ambushed bypairs ofthieves at any time. Untilyou havedealt with all the thieves, they will continue to perform these nuisanceambushes.
Map LOcauons
1. First Ambush : The fastest way todeal with all the thieves is to have themcome to you. About halfthe thieves In
the guild have prepared an ambush inthis room.
2. A Fair of'Ibieves: Here, you discovera pair of thieves who bolt for the door.
Follow them.

3. Here, the thieves split up. If you follow the thief to the left, you will end up
at 4. If you follow the thief goingstraight ahead, you will end up at 5.
4. Here, you corner a single thief.
5. Here, most of the remainder of thethieves are waiting in ambush . This
attack will include the leaders of theguild and will be more powerful than
the first attack.
6. Here, you will find information collected by the thieves:
7. Here, you will find some of the Boss'men beating up an old thief in an
attempt to get the thieves tojoin the
Boss' forces full time.
8. Here, you will find some of thethieves' loot.
9. Here, you will find some informationcollected by the thieves.
10. A room with fair caskets .
11 . A room with a cabinet.
12. A pile ofthieves' treasure.
13. A due.
Finale: After the last of the thieves has
been defeated, the mansion is dear.
Return to the city council to collect
your reward.

WESTERNWILDERNESS :0123456789101112131415
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1
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Key:

4
MOUNTAINS
HILLS

5
6
7
8
9

WATER
RIVER
DEATHGRASS

10
11
12
13
14

0

OUTPOSTOFZHENTILKEEP
BUCCANEERS BASE
SILVER DRAGON'S DEN

15
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DRAGON DEN PASS

20
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22
23
24

T

he Western Wilderness contains
the Silver Dragon's Den, the Bua
caneer's Base, and the Outpostof Zhentil Keep, along with any numberof lairs and random encounters .
The Silver Dragon's Den is located in
Dragon Den Pass at 10,9 . The silver
dragon never comes up as a mission,
but is mentioned in a Tavern Tale. The
Buccaneer's Base is at 12,31 but onlyshows up after the party has received
the commission to rescue the councilman's son. The Outpost of Zhentil Keepis at 3,32 but can only be entered after
the party has received the commission
to deliver the diplomatic papers.
Random encounters in the Western
Wilderness include:" Quicklirw" Wild Boars'" Giant Mantis'" Tigers" Thri-Kreen ;+" Anhkegs'" Centaurs" Giant Snakes" Zentarian Patrols+

In general, the random monsters in thewestern wilderness are the toughest of
the three areas. Especially beware theThri-Kreen for they are tough and nasty.
When visiting the Silver Dragon's Den,follow the river and stay in the Central
Wilderness as long as you can. Then,
travel northwest along the river and thepass to the den of the silver dragon. To
travel to the Buccaneer's Base or the
Outpost of Zhentil Keep, take a directroute along the shore of the Moonsea
from where the boat lets you off to yourdestination .
If you want to avoid combat with Intelligent nasty encounters in all threewilderness areas, choose Parlay andthen choose Abusive. If you want toavoid combat with neutral or niceencounters, choose Parlay and thenchoose Nice. A spokesman with a highCharisma helps in either case .
In each wilderness, your party has a fairchance to rest. Sometimesyour party
will be interrupted with an encounter
before they can even memorize a spell.
Other times, the party can rest for
many days before an encounter. If yourparty is badly hurt, it is not a bad idea
to simply encamp in the middle of thewilderness and rest up .

" Thieves" Buccaneers

25
26
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Silver Dragon's Den

T

he Storyfne : In a tavern, yourparty overhears Tavern Tale 23,
about an ancient Silver Dragon in
the Dragon Spine Mountains. If they follow the Barren River to its source, theyfind a pass . Hidden in the pass Is theden of the silver dragon .

There is no map in this adventure. Talk
to the Dragon and it will give you information . Do not attack the dragonbecause he is overbearing. Especially,
do not attack him twice .

33
34
35

' = Monsters that can be found in a lair:+ - Intelligent nasty encounters.
21

22

CENTRALWILDERNESS:

2

3

4

5

6

7

8

9

10

11

12

13

14

15

0
1
2
3

Key:

The Nomad Camp is located at 12,11 . It
is visible at all times. Sorcerer's Island
is located in the center of Lake Kuto at
6,16 . It is one of the great wonders of
the MoonSea reaches and Is always visible. Phlan is located at 12,27 and is thecenter of the party's adventures .

4

MOUNTAINS
HILLS
SWAMP

5
6
7
8

10

Random encounters in the Central
Wilderness include.

11" Kobolds*

12" Displacer Beasts*

9

FOREST
WATER
RIVER

El
0

SCOURED LANDSPHLANSORCERERSBLAND" Driders+13
14" Stirges * t

15" Lizard Men*
" Bandits

1617" Nomads

18" Merchants

19

NOMADCAMPT

he Central Wilderness contains
the Nomad Camp, Sorcerer's
Island, and the city of Phlan alongwith any number of lairs and random
encounters.

The most powerful random encountersin the central Wilderness are theDriders; they are fast, tough, and canthrow spells .

20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
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23* = Monsters that can be found in a lair.
+ = Intelligent nasty encounters.

EASTERNWILDERNESS :T

he Eastern Wilderness contains
the Kobold Caves and the Lizard
Man Keep along with any numberof lairs and random encounters . The
Kobold Caves are located at 6,15 . The
closer you get to them the more likely
you are to be attacked by kobold
patrols. The Lizard Man Keep is locatedat 11,8 . It Is quite obvious among thetrees.

0
1

2
3

Key:
HILLS

141
4 SWAMP
FOREST
WATER

A\

RIVER
LRARDMENKEEP
KOBOID CAVES

4
5
6

Random encounters in the Eastern
Wilderness include:

7
8" Kobolds*

9" Lizard Men*

10

" Gnolls*

11" Giant Lizards*

12" Hippogriffs

13" Wyvern,4*14" Trolls*+

15" Phase Spiders

16

The most powerful random encountersin the Eastern Wilderness are the phasespiders, because they have poison, andif you don't know how to fight them
you may never hit them . See the article
on Combat for how to fight phase spiders.

17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
2
25

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

* - Monsters that can be found in a lair.
+ = Intelligent nasty encounters.

NOMAD CAMPS

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Key:

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WALL
DOORORARCHWAY
IMPASSABLEAREASTREAM
TREES

T

he Storydne: The party is told todeal with" the possibility that thenomads north of the city might
join with the Boss . Once the party finds
the Nomad Camp, the party can attack
the nomads and deal with the problem
by wiping them out. Or if you Parlay
with the nomads, you can stay aroundand help nomads against the army ofkobolds that are about to attack. You
will get more experience, treasure, andInformation if you stay and help thenomads .
If it is night when you visit, the nomads
take you to a hut. If taken to a hut, rest
until they take you to a feast. If you
wander into another tent that night, theguard will ,escort you back to your tent.
The next day, or the same day if you
visit during the day, they take you to agreat feast.
During the feast the nomad chief will
give you information about what has
been going on . He asks you to stay andhelp against the kobold army that will
attack the next day. If you agree, theytake you back to your tent. You may
wander freely or rest in your tent until
the kobolds come. Your rest will beinterrupted by the coming kobold
attack. The kobolds attack in 3 waves.
If you backstab the nomads during thefight, both nomads and kobolds attack
you. At the 3rd wave if you go with thechief to finish off the remaining
kobolds, you get a big reward. If you let
the chief and his men do it, you get asmaller reward .
Where You Can Rest : In your hut, or
anywhere after the nomads have been
killed .

Map Locations
1 . Trip wire: Once you enter this zone,
trip wires with alarms will go off. The
nomads will come and meet you inforce.
2. Your Hut: This is the but you are
given to rest in.
3. The Forest: If you are outside thetrip wire when the kobolds attack, youwill have to fight them alone; thenomads are back protecting their
camp.
Finale : After either defeating thenomads or defeating the kobolds (orboth), you will have "dealt with" thenomad problem. You may return to thecity for your reward.

KOBOLD CAVES:

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Map Locations

Key:

1
2
3
4
5
6

®

7
8

IRI

1

e

DOOR OR ARCHWAY

SECRET DOORIMPASSABLE AREA

s

\\

10
11

1~1

12
13
14

\\\~~\
1~®

r\

T

he Storydne : Rumor has it thatthe Boss is recruiting monsters
from outside the city to reinforce
his dwindling army . The city council
wants the party to find the Kobold
Caves far to the east and make surethat they do notjoin with the Boss.
When the party gets dose to the kobold
caves they may be attacked by akobold patrol . Once the party tracks
the kobolds they will find two caveentrances. Which cave they enter is up
the you.

2. Here you find a discarded map
showing the connection between thekobold cave and the wyvern cave .
3. You meet a kobold here. If you follow him, he leads you to the wyvem
cave . If you don't follow him, you are
hit with a dead fall trap .
44. A net trap falls on the characters andkobolds leap on the entangled party.
5. A Spike Trap hits the party.
6. If you enter from the wyvern cave,
you meet a drunken kobold who willtake you to the king.

104

15

1. A character falls into a hidden water
trap . Money and items may be lost fishing the character out of the water trap.

Note : The small cave is the entrance tothe cavern where the kobolds live. The
large cave leads to a wyvern lair acjjacent to the kobold caves. Combat in
the kobods narrow caves with low
ceilings reduces character's
Movement AC, and Damage in combat. The kobolds have laid traps inseveralplaces . You can find the traps
by moving In search mode. Once thetraps are found, a thief (wearing noarmor heavier than leather) has achance to disarm them .
Where You Can Rest: If you enter thelarge cave, you can rest before you
fight the wyvern . After fighting thewaves of Kobolds In the throne room,
you can rest long enough to memorize
spells .

7. You may meet the wyvern while you
wander here .
8. The wyverns nest, with its treasure,is here .
9. If you search, you find a crippled
kobold here . Give him water and hewill tell you his story.
10. In this prison, you meet Frincess
Fatima. She will fight fanatically against
the kobolds and will join your band if
you wish .
11 . This is the throne room . Here you
will be attacked by several waves ofkobolds, trolls, and wild boars, interspersed with volleys of ballista fire . If
you need to throw heal spells at theend of a battle, 'Continue Combat' fora round or two. You will not be given achance to rest between waves.
12. You will battle the king's guard inthis room .
13. Here you discover the fate of thekobold king.
14. Search here to find an efreeti bottie. lie and he'll attack you. Tell thetruth and he'll help you in a later fight.
15. Here you find the huge kobold treasure trove.
16. A due.
Finale: When you confirm the death of
the kobold king at # 13, you will havebroken the power of the kobolds andeliminated them as a threat to Fhlan.
Do back to the city and collect yourreward .

SORCERERS ISLAND MAPS :Level 2A3+ A4+ A7-

Level 3
C0 w

A7+
A6

B6

A5+
LEVEL1B5

A5- A2Key:

B7 A1+WALL

0KI

Level 1

DOOR OR ARCHWAY

C3

A0 A3
B0

B1

SECRET DOOR

B2

IMPASSABLEAREA

B3

31

B4

C1

C2

T

he Storyline: Phlan was originallybuilt where the Stojanow River
meets the Moonsea. The Stojanow
River Valley was the source of much of
Phlan's food . But over the last several
years, the river has become poisonousand completely dead . The poison has
seeped into the surrounding river valley. The river is now known as theBarren River, and the surrounding area
is known as the Scoured Lands.
The city council commissions the party
to travel upriver to discover and "dealwith" the source of the pollution. In thelong run, this reclamation of the Stojanow River and the Stojanow River
Valley may be as important as the freeing of Phlan itself.
The poisoning of the Stojanow River isthe work of the mad sorcerer Yarash.
He is attempting to change lizard men
into his own race of fresh water sahuagIn. With these amphibian killingmachines Yarash could rise to challenge the great powers around theMoonsea.
Where You Can Rest: Your party can
rest in either the western or easternside of level 1 after defeating all the
random encounters from that side.
Your party can rest anywhere on level 2
or 3.
Teleporters: There are 3 sets of teleporters (A, B, & C) in the pyramid on
Sorcerer's Island . Set A is used by Yarash to get to his laboratory. Set B Is used
to suck intruders into the maze andkeep them from escaping. Set C is usedby Yarash to get to his treasure rooms
and back to the ground level to exit.

33

Teleporter Set A is special in that each
teleporter has two targets, dependingon whether Set A was running in forward or in reverse. Set A's direction
switches every time a teleporter in Set
A is activated. Set A begins set to forward . The teleporter chart lists the different teleporters and where they takeyou depending on their setting.

To control the direction of the teleporters in Set A, there is a pile of smallstones near each teleporter. Throw astone into the teleporter before moving
through to reset its direction. To avoid
the maze, use the Set A teleporters
only, and throw a stone before being
teleported each time after the first.
Teleporter Set B is designed to trick intruders into entering the maze . Each teloporter In Set B only goes to one location.
Teleporter Set C is controlled from adial on the north wall In the squareadjacent to CO. There are 4 settings :Copper, Silver, Gold, and Blue. The first
three set the teleporter to work both toand from Yarash's three treasurerooms. The final setting will teleport thegroup one way to A3 so that they canconveniently exit the pyramid.
Teleporb
Nxorr

AO
A2
A4
A6
BO
B2
B4
B6
CO

serrnaForward
ReverseForward
ReverseForward
ReverseForward
ReverseNA
NA
NA
NA
CopperSilver
Gold
Blue

To

A1+
Bl
A3+
A3A5+
ASA7+
A7B1
B3
B5
B7
C1
C2
C3
A3-

The fast way through the maze: Movedown the main corridor to the first alcove, turn right, and move forward andthen teleport. Move down the hall, turnright at the intersection, and then moveto the end of the hall. Throw a stone
and then teleport. Follow the corridor
to the end. Throw a stone and thenteleport. Move down the hall. Throw astone and then teleport . You are now
on the third level at A7+

Encounters in the Maze on Level 1 :Many of the creatures that sneak into
the pyramid on Sorcerers Island taketeleporter set B and end up in themaze . These groups quickly run out offood and begin to starve. Those thatare left are half crazed with hunger.
They prowl the maze in search of anything that moves so that they can slay it
and eat It. The encounters In the west
half include: stirges, driders, minotaurs,
elf magic users, kobolds, and fighters.
The encounters in the east half include:
fighters, displaces beasts, dwarves, lizardmen, driders, and thieves.
Map locations
Level 1:
1. Here you find a dead body with apartial map of the maze. Due to theteleporters the map is only partially correct.
2. Here you meet a priest who hasgone slightly crazy. If you Parlay withhim and chose Nice many times he canshow you his way out of the pyramid.
Level 2:
1. Here angered mutant lizards attack
the party.
2. Here there are lizard men in a cell. If
you Approach, Parlay, and then choose
Nice they may not attack

Level 3:
1. The password over door is written in
Dethek It reads NOTNOW (C64 Version
1 .0) or NOKNOK (other versions). Say
the password and then move on
through. If you miss the password acrazed super- mutant lizard man
destroys your party.
2. This room contains the machinerythat pumps the muck into the river.
This muck is changing the river so thatYarash's mutant lizard men can thrive
in it . Break the machinery once, thenget out of the room before it explodes .
If you hang around to do more damage
you may get caught in the explosion.

3. In this room there are captured
lizard men. If you Parlay and choose
nice they will tell you their backgroundand give you the friend word SAVIOR. If
you are not friendly they throw barrelsof poisonous muck at you.

4E. Yarash's Office : The evil sorcerer
Yarash and his Mutant Lizard Man guards
will attack you as you enter the room .
After you defeat him search the roomand his desk against the east wall adjacent to CO . Check out the teleporter
controls on the north wall adjacent to
CO and the teleporter itself at CO .
Finale: After you destroy the machineryand defeat Yarash, the muck that has
been polluting the river stops flowing.
As the muck is removed from the river
the Stojanow River Valley returns to its
original verdant bloom. Return to thecity and collect your reward .

34

LIZARD MEN KEEP:
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1
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3
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Key:

Ed
O
H

6
7
8
9

Fill
'i/

Wau
DOORORARCRWAY

RUBBLED WALL

IMPASSABLE AREA

STARS

SWAMP

10
11
12

T

he Storyllne: Bands of lizard
men in the swamps to the east
have been assaulting travelers.
Because of this infestation, no overland
trade is possible with cities to the east.
Rumor has it that the Boss is attempting to recruit these lizard men to reinforce his forces in Phlan. The party has
been hired to "deal with" the lizard men
problem.
The lizard men are based out of an old,
ruined keep in the center of a small
patch of forest In the swamp to thenorth east . Long ago a powerful wizard
placed a field that restricts spell castingover the keep to defend it against magical attacks. Sadly, this did not protect
the keep from a conventional assault.
The old leader of the lizard men wascontent to keep the tribe safe in thekeep. His leadership is being usurped
by a young warrior who has the supportof much of the tribe. The young warrior
has led his troops on raids against travelers and is preparing to lead them toPhlan to support the Boss.

13
14
15

LIZARD MEN CATACOMBS :
Key:
Wall

IMPASSABLE AREA

Pools

Note: If the party freed the lizard menon the second level of Sorcerers Island
and received the friend word SAVIOR
they will be met by the old lizard man
chieftain. After thepartygives theword, the chieftain will explain the situation. 77re young warrior will thenappear and challenge the chieftain, or
his representative, to a duel for leadership of the tribe. If one of the heroes
will represent the old chieftain and win
the duel, the tribe will support the oldchieftain . The old chieftain will pledge
to stop the raidingand to not support
the boss so the lizard man problem
will have been "dealt with".

threat. 7hey will have to fight the lizard
men and theirgiant lizards on the surface (in the swampy ground) and in
the catacombs (with soggyfloors andlow ceilings). Ithtlng in these reshicted areas reduces a character's ability
to hit his target, inflict damage, andmove.
Where You Can Rest: Your party can
rest anywhere in the keep .

Map Locations
1-6. Holes that lead from the surface tothe catacombs. The first time you enter
the catacombs, all remaining giant
lizards attack.
7. Stairs that lead from the surface into
the catacombs.
8. lizard Men and Giant lizards await
here to ambush the party.
9. Giant Lizards inhabit this building.
Pools. Lizard men will attempt toambush the party from the pools until
all the lizard men have been eliminated . Until you have eliminated the lizard
men that guard a pool, it is very dangerous to swim in the pool looking forloot . But once you have eliminated thelizard men, it is safe to swim in thepool to find the treasure remaining
from the original owners of the castle.
Finale: After either dueling the young
warrior or defeatingthe entire compound of lizard men, your party will
have dealt with the lizard man problem.
Return to the city council for yourreward .

If your party does not deal with the
lizards by way of the duel, they will
have to eliminate the lizard men as a

35

36

BUCCANEERS BASES
0
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e
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he Storyline: The young heir tothe house of Bivant has been kidnapped in a buccaneer raid . The
city council will not pay the blackmailand hires the party to retrieve the child.
The party is given information on thelocation of the hidden buccaneers
base. Once at the base, the party mustsearch for the child and try to find thefast way past the buccaneers.
Notes: The fast way through the buccaneers base Is to scout the area andidentify the locations of the boy, thefront gate, and the animal pen. 7hen,open the animal pen and stampede
the animals, move over and free theboy, and then run for the front gate.
7ne longelryour party takes to exit thecompound, the more groups of buccaneers they'll have to fight.
Where You Can Rest- Your party can
rest in the Merchant's Camp Area (#2).

Map Locations
1 . Front Gate: This is the only exit to
the wilderness. It is always guarded,
but the guards may be distracted if theanimals are stampeding.

4E. Captains Quarters: The buccaneer
captain resides here .
5. Buccaneer Barracks : If you try toforce your way into the barracks, youwill start a fight.
6. Guard Towers : If you try to force
your way into the guard towers, you will
start a fight.
7. Animal Pen : You can release the animals and start a stampede. The stampede will act as a diversion to makerescuing the boy easier
8. Slave Pen: The boy is kept here. The
slave pen is guarded.
9. Slave Pen Guards: These guards will
leave if the animals stampede.
10. Huckster: This huckster is selling apass to see the captain of the buccaneers.
Finale : Once you rescue the boy andget out of the camp, return to the city
council. The boy will be returned to his
parents and the party will receive a generous reward .

2. Merchant's Camp Area : Your party
can camp here as long as it likes.
3. Captain's Guards: The buccaneer
captain's guards protect the captains
quarters here .

37

38

T

OUTPOST OF ZfEnIL KEEP:Key:

DOOR OR ARCHWAY

he Storydne : Zhentil Keep is the
major city to the west of Phlan.
The Keepers, as they are known,look wearily on the resurgence of theirancient rival, Phlan. But, Lord Cadorna,
acting for the city council, is attempting
to negotiate a treaty with Zhentil Keepso that Phlan can turn its full energies
on rebuilding. The party is ordered todeliver a magically sealed diplomatic
pouch to the nearest outpost of Zhentil
Keep, far to the west.

After the dinner, your party should
past a watch. After the Keepers attack
the party should make a run for thefront gate to escape. The longer theparty takes to escape, the more it will
have to fight. Once the Keepers begin
attacking they will start coming inwaves.

Lord Cadorna is actually trying tocement power in the new city of Phlan
for himself. He knows that the heroes
would oppose his bid for supreme
power in the city so he is sending themon a suicide mission. He also knows
the Keepers are tough and nasty so heis going to test them by having themassassinate the hers .

Map Locations

In the last pages of the diplomatic message, Lord Cadorna proposes analliance between himselfand the forcesof Zhentil Keep. Zhentil Keep is to signal
acceptance of the alliance by returning
the heroes to Phlan, with their heads
on a pike!
The Keepers will not get to the assassination order until they have read all thehundreds of pages of diplomatic double talk. In the beginning they will treat
the heroes as honored diplomatic messengers. After they read the message
and accept the alliance, their attitude
will change. The heroes will have to go
into the outpost, keep their wits about
them, learn what they can, and try to
get out alive when things go wrong.

Where You Can Rest: The players will
be taken to a room (#4) where they can
rest .

1. The Front Gate: These gates are
guarded.
2. Guard Towers : These towers are fullof guards.
3. Commandant's Quarters : This iswhere you meet the commandant thefirst time .
4. The Party's Quarters: This is where
the guards take you before and after
dinner.
5. Banacks: If you try to force your way
into the barracks, you will start a fight.
6. Stables: These smell bad.
Finale : After the party escapes the
Outpost of Zhentil Keep, they should
return to the city council. There, they
will learn of the escape of 'the traitor
Cadorna' . They will also learn of theirnext mission.

Note: The party is led through much of
the Introduction of this mission. Overdinner, try to get as much varied information out of the Commandant as
possible.

39

40

VALHIIYGEhi GRAVEYARDS
0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

Key:

0
H

MLL

DOOR OR ARCHWAY

RUBBLED WALLSTAIRSF!]

0T

he Storydne: The Valhingen
Graveyard is a caldron overflowing with undead . Ever since the
Boss' forces stopped patrolling thegraveyard after the Might of the Wyrms,
undead in increasing numbers havebeen seen in and around the graveyard.
They have even crossed the river into
the city. The Boss will not send his evil
clerics into the graveyard; he is fearfulthat they will take control of the undead
and then turn against him. He has also
found his normal troops unsuccessfulin stemming the undead tide . So for
now, he ignores the problem.

41

TOMBSTONESThe city council has taken a greater andgreater interest in the graveyard as they
began to retake the city . When the
undead only bothered the monsters it
wasn't a problem, but now zombies
and wights travel near reclaimed areasof the city. Previous parties sent into
the graveyard have not come back. The
city council has hired the party to deal
with the problem . Hold off on entering
the graveyard until the city council has
given the party a two-handed sword+1/+3 vs . undead and several scrollswith restoration spells .
The creatures In the graveyard are
restricted to certain areas. Skeletons
wander the area near the entrance.
Zombies wander around building 11 .
Wights wander the area around building
18 . The area of the skeletons is theleast dangerous area, the area of thezombies is more dangerous, and thearea of the wights is the most dangerous area in the graveyard.

The graveyard is very tough. The population of the three types of creatures is
growing: Skeletons, Zombies, andWights. Each type of creatures is being"built" by a spectre in a tower. Kill all
creatures of a type and eliminate thespectre creating that type of creature,and that creature will disappear for atime. But if the graveyard is notcleared, the spectre and his creations
will return . The longer your party waits
before it dears an area, however, themore skeletons, zombies, and wights
will be created.

9. Zombies mull around outside thismausoleum .

The spectres in the graveyard are controlled by an even more hideous creature, a vampire. IInd and destroy thevampire's coffin, defeat the vampire in
his lair, trail him back to his destroyedcoffin, and finally defeat him utterly.

13 . A spectre creating wights inhabits
this building.

Where You Can Rest: Like the dead,your party can not rest anywhere in thegraveyard until it is cleared.
Map Locations
1 . Skeletal Hands erupt from a grave
and attack.
2. Skeletons guard this mausoleum.
3. A giant skeleton helps guard thismausoleum. Search after the fight tofind its treasure.
4. Zombies guard this tower.
5. A spectre creating zombies is here.
6. Skeletons guard this tower.
7. This room is filled with poison gas .
Cast spells that raise your party's saving
throws before entering to reduce thenumber of characters who take damage from the poison.

10. Aju-ju zombie helps guard thismausoleum. Search after the fight tofind its treasure.
11 . Mummies inhabit this crypt. The
mummy's fear aura can paralyze characters. lbrow spells that raise yourparty's saving throws before entering to
reduce number of characters affectedby the fear aura.
12 . Wights guard this tower.

14. Wights guard this mausoleum.
15. A wraith helps guard this mausoleum .
16. Spectres guard this crypt.
17. A gallant knight and his treasureare buried here.
18. The vampire's coffin is here.
19 . The vampire is here. You must
defeat the spectres at # 13 and # 16 toenter this room .
20. An evil magic user will offer to help
you here. If he joins your party he willturn on you and fight for the vampire.
Finale: Once you have killed the vampire BOTH times, the graveyard will becleared. It was the vampire's evil powerthat holds the undead here . After you
have truly eliminated the vampire,march triumphantly back to town togarner your reward .

8. A spectre creating skeletons is here.

42

STOJAIYOW GATE:
0
1
2
3
4
5
6

Key:

0

Mu
DOOR OR ARCHWAY
IMPASSABLE AREA
STAIRS

a
s
10
11
12
13
14
15

T

he Storygne : The Stojanow Gate
rests on an earthen dam thatdiverts the Stojanow River aroundthe Valjevo Castle. It is the only entrance
into the castle . The gate is guarded on
the city side by a squad of bugbears.
The towers contain ettins and humanleaders. A straightforward assault on
the gates will be a dangerous andbloody affair. Trickery may make thejob much easier.

Where You Can Rest: You can rest on
the south side of the gate so long as
you are not adjacent to the wall or in
the bugbear patrol area. You can also
rest in a tower after defeating the
inhabitants.
Notes: Ifyou move adjacent to thewall, the guards on top of the wall will
spot you and tell you to leave. 777e se&
and time you are adjacent to the wall,they will send the bugbears afteryou.
Ifyou don't resist the bugbears they
will only do minimal damage to you
and send you on your way.
One ofyour fights may set offthealann. Angrypatrols will flood thenorth side of the block. The alarm only
lasts for an hour, however. You canhide in a tower and rest out the alarm.

43

Map Locations
1 . Merchant In Wagon: During daylight
hours you can meet a merchant here
who has a wagon. He will sell you thewagon to use as a disguise so that you
can get past the bugbears and attack
the guards in the towers by surprise.
2. Bugbear Patrol Area: The Bugbear
guards patrol this area in front of thegate . If you are disguised and the bug
bears don't see through your disguise,
you may move through the gate freely.
If you are not disguised and try to bull
your way through, or if your disguise ispenetrated, you will have to fight thebugbears .
3. Southern Gate: This is the front
entrance to Stojanow Gate. It is lockedby massive beams. If the bugbears do
not let you through then either massive
strength or a knock spell is required toopen the gates. If you try to break
down the gate, the guards will throw
boulders at you.

6. West Tower: If you successfullysneak past the bugbear guards, then
you can assault the guards in the towerby surprise. If the guards in the towersound the alarm during the fight, youwill meet the guards from the othertower as you leave.
7. East Tower: If you successfullysneaked past the bugbear guards, then
you can assault the guards in the towerby surprise. If the guards in the tower
give the alarm during the fight, you willmeet the guards from the other tower
as you leave.
Finale: After you have cleared the gate,
the way is open to assault the Boss'stronghold, Valjevo Castle. Guards fromthe city of Phlan will rush up and makesure the gate is held open . You may
want to return to the city, coiled yourreward, rest, heal, memorize spells,
and prepare for the final assault on
Valjevo Castle .

4. Northern Gate : This is also a massive gate . If the bugbears have not let
you through, either massive strength ora knock spell is required to open thegate . If you try to break down the gate,
the guards will throw boulders at you. If
you got past the bugbears in disguiseand fought the guards in the towers,
then the bugbears will fight you here
when you try to pass through the gate
on your way home .
5. If you fought the bugbears and haveopened both gates then the ettin
guards from both tows will fight you
here .

44

VALJEVO CASTLE SOUTH WEST :VALJEVO CASTLE: Introduction

0

1

2

4

5

6

7

8

9

10

V

11

12

13

14

15

Key:
WALL

aljevo Castle is the stronghold of the Boss, who
by now you know is Tyranthraxus the Flamed
One, one of the original conquerors of Phlan .
He runs his holdings from the tower in the center ofValjevo Castle. The Castle is surrounded on all sides
by buildings that contain Tyranthraxus' supporters.
Inside of that is a wall with two main gates on thesoutheast and northwest sides. Inside the wall is amaze of poisonous hedges . The maze is dotted with
teleporters and crawls with giant snakes during alerts .

H

DOOR OR ARCHMMY

In the center of the maze is the two-story inner tower
where Tyranthraxus holds court. Here you must sneak
past Tyranthraxus' traps and guards, find the evil leader, and defeat him . Only then can Phlan be free.
While in the castle area, one of your fights may set off
the alarm. Angry patrols will flood the area The alarm
only lasts for an hour, however. You can hide in manyof the buildings and towers and rest out the alarm . If
you encounter a patrol and are in disguise, you canparlay with them. Either choose Meek and give thepassword HARASt1, or choose Haughty or Abusiveand give your authority as TYRANTHRAXUS .
If the alarm is not on, you may rest anywhere in the
castle. When the alarm is going, the locations listed in
the individual areas are safe.

T

he Storyline: The easiest way
around the castle is to go into thelaundry and get disguised. Then
you can meet wandering patrols without setting off the alarm.

are the smithy and his helpers. If you
are nasty there is a fight. F~ ,l(` (-rlirvT,{

Where You Can Rest: You can rest in
the smokehouse (#3) .

4. A Bane Chapel : If you accept Bane's
blessing and are not evil, you get blasted . If you do not accept the blessing
and leave, you are attacked . After thefight, search the altar. Your party willfind a few coins and two swords . If theytake the coins then Bane will blast them .
If they take the coins or the swords
then they will automatically be recognized as blasphemers from then on.

Map Locations
1 . Laundry Room : Parlay with the washer women and choose Nice and they
will disguise you. Disguise is broken if
you fight or do something suspiciousand someone gets away .
2. Smithy : At night you can steal somebasic equipment. During the day there

3. A Smokehouse: You can hide andrest safely in here.

46

VALJEVO CASTLE, NORTH WEST :
0

1

2

3

4

5

6

7

8

9

10

0

11

12

13

14

15

VALJEVO CASTLE, NORTH EAST :
Key:

0

1
2
3
4
5

0123456789101112131415

rwu
DOOR OR ARCHWAY

0
2
4

7

8

8

9

9

10

10

11

11

12

12

13

13

14

14

15

Map Locations

1 . Barracks: Ibis area is unoccupied atnight. In daylight you may surprise thegiants sleeping inside.
2. Barracks: In daylight you may catch
giants sleeping. If the giants are notinside, they have placed a bucket ofsand over the door.
3. Main Gate : The password throughthe main gate is RHODIA . If you have

DOOR OR ARCHWAY

3

6

7

W

WAu

1

5

6

here You Can Rest: You canrest in the officer's quarters(#5) once you have bluffed
the giants .

Key:

15

rescued Cadoma he can give you thepassword, or you can fight the gate
guards . If you do not have the password,
you will need massive Strength or a
Knock spell to get through the gate.
4. Latrine: Smells bad .
5. Officers Quarters: Some giants willcatch you as you enter. Parlay to bluff
them . Search the officers quarters forhis treasure.
6. Guard Post: Anyone who walks outside the guard post is challenged.
Parlay with the guard and either choose
Meek and give the password HARASH,
or choose Haughty or Abusive and give
your authority as 'IYRAIyTHRAXUS.

here You Can Rest: You canrest in the Armory (#3).

Map Locations

1 . Guard Post : Anyone who walks outside of the guard post is challenged .
Parlay with the guard and either choose
Meek and give the password HARASH,
or choose Haughty or Abusive and give
your authority as 1YRANTHRAXUS.
2. Barracks : Parlay with the giants andchoose Haughty or Sly to con them intowing you the password.

4. Kitchen: If you defeat the gnoll overseer, your party will find the password
to the gate.
5. Records Office: Here you can examine Tyranthraxus' records. As you examine records you may find important
information, but you may be interrupted by a scribe who can sound thealarm.
6. Scribe's Office: At night the officewill be empty. During the day you willmeet Tyranthraxus' envoys who may
attack you.

3. Armory: Here you can grab any
piece of common equipment you want.

7. Mess Hall .

47

48

VALJEVO CASTLE

SOVrn

EAST :

0123456789101112131415

0

Key : (Both Maps)

1
2

DOOR OR ARCHWAY

3
4

HEDGE

5
6
7
8

8

9
10
11
120
13
14
15

hem You Can Rest : You canrest in the Old Building (#7).
Map Locations

1 . Snake House : A family of giant
snakes has climbed over the wall into
this building.
2, 8. Barracks: This area is unoccupied
at night. In daylight you may surprise
the giants sleeping Inside.
3. Main Gate: The password throughthe main gate is RHODIA. If you haverescued Cadorna he can give you thepassword, or you can fight the gate
guards. If you do not have the password, you will need massive Strengthor Knock spell to get through the gate.

Al . Cell : If the traitor Cadorna has fled
the city Tyranthraxus' guards have captured him and placed him here . If you
free him, he will accompany you (fromthe rear) and tell you the password to49

get through the main gate . If you leave
him here, he will sound the alarm in an
attempt to get in good with Tyranthraxus.
5. Well : A character with a good Constitution can go swimming to find atreasure at the bottom of the well .

6. Giant's Guard Post : Anyone whowalks outside of the guard post is challenged . Parlay with the guard and either
choose Meek and give the password
HARASH, or choose Haughty or Abusiveand give your authority as TYRANTHRAXUS.
7. Old Building: Ceiling may fall in on
the party.

VALJEVO CASILE MAZE

W

here You Can Rest: You canrest in either Tower (#4,5) after
you deal with the encounterthat Is there.
Note : When the alann goes off giant
snakes are released into the maze.
One hour later the maze is cleared.

VALJEVO CASTLE, INNER TOWER:

Key:
WALL

iuuunauuuYuuuw

Upper Level

Lower Level

e
1111

D

DOOR OR ARCHWAY

SECRET DOORILLUSIONARYWALL

IMPASSABLE AREA

POOL OF RADIANCE

STAIRSW

here You Can Rest: You canrest anywhere in the upper level
until you meet Tyranthraxus.

Map Locations
LoWrer Level:

1. False Tyranthraxus: This is thethrone room of the false human Tyranthraxus and his guards . If you choose
parlay, you can avoid a fight. If you are
Meek or nice, you are given the option
to leave. If you are Abusive, he may
give up or fight.
2. Stairs to the upper level.
3. Medusa's Chamber: Tyranthraxus
keeps a pet medusa here so that people who don't know their way in the
castle will wander !n and get turned tostone.
Upper Level:

1. Stairs to lower level.

2. Trap Door Room : This room contains a trap door that leads to the Medusa's chamber. If a character glances
down the trap door, he may be turned
to stone.
3. Waiting Room : Messengers that workfor denheeris (2nd in command) andTyranthraxus (the Boss himself) wait
here for their masters. If you choose
Parlay and then choose nice, the messenger will be called into Denheeris'
office . If you kill the messenger, youwill alert denheeris.

44 . denheer!s' Office: If you killed themessenger or choose Parlay and thenchoose other than Meek or nice, hethinks you were sent to kill him . He will
join you if you promise to immediately
attack Tyranthraxus . If you don't gostraight through the door into
Tyranthraxus' lair, he will slip away .
5. Tyranthraxus' Lair: Here you willmeet Tyranthraxus' guards, and thenconfront the evil conqueror himself.
Cast as many preparatory spells on
your party as you can before you enter
the room . If you defeat bothTyranthraxus and his guards, Phlan will
be free! Good Luck!
Finale : Once you defeat Tyranthraxus,
his remaining minions cower in fearand confusion. You march triumphantly
back to the civilized section. Go to city
hall . Once In city hall, you receive therecently recovered Crown Jewels ofAncient Phlan and the generous thanksof the city council. Your overall quest isfinished. You may continue to wander
through the wilderness and uncleared
blocks if you wish to continue to fightmonsters and gain additional XP andtreasure.
Keep your party together, because they
can adventure together through thenext AD&D®, FORCKY1=1 REALMS7",
Fantasy Role-Playing Epic: "Tyre Curseof the Azure Bonds."

SELECTING HEROES
With differing ability scores, classes, classcombinations, and races you can create
many different kinds of characters in Poolof Radiance. You can win the game withalmost any combination of characters,
but some will make it easier than others.
You will need a party with a balance offighting ability, clerical spell use, andmagic user spell use. You will also want acharacter with thieving abilities in yourparty and at least one character with an
extraordinary strength .
You will need to balance each character's
race against the class of characters youneed . Human characters can excel at any
single character class, but non-humancharacters can be mixed class and haveseveral sets of capabilities at once. But,
mixed class characters advance more
slowly than single class characters . They
will generally be one or two levels behinda single class character after the sameamount of adventuring.
Pion-human characters have a maximum
possible level in each class (except
thieves, see the chart on the back of therulebook) . Because of these limits humancharacters will always achieve higher level
than non-human characters after sufficient adventuring. So, non-human charac,ters should play to their strong points andbe mixed class and let humans be thesingle class characters .
Human fighters can be the best fighters in
the game because of their high maximum
strength and unlimited maximum level.
lion- human characters can help with thefighting as mixed class fighter/thief, fighter/magic user, fighter/cleric, orfighter/magic user/cleric (as the racial limits allow) . IYon-humans have lower maximum strengths and have limited max
level . Human clerics can also help withthe fighting but they cannot have exceptional strength, or use the best weapons,
nor is their HP, THACO, or number ofblows as good as a true fighter.

Clerics are especially useful in your party,
they have the second fastest advancement and get the most spells of any spellusing class . The cleric's bless, cure lightwounds, detect magic, hold person, andprayer spells are very useful. Only tworaces can add clerical abilities to yourparty, humans and half-elves . Humanclerics can reach the maximum 6th level
allowed in Pool of Radiance . At 6th level acleric is much more powerful against
undead than at lower levels, he can evendestroy skeletons and zombies, rather
than just turn them. Half-elf clerics canonly reach 5th level, so they are mostuseful as mixed class cleric/magic users.
and fighter/cleric/magic users.
Magic user spells provide much of theoffensive punch of your party. Charm person, magic missile, sleep, stinking cloud,fireball, invisibility 10' radius, and lightning bolt are all powerful spells in themagic users arsenal . But, magic users arevery vulnerable in combat; they have few
HP and can wear no armor. But, bothelves and half elves can be magic users,
both can progress to the maximum 6th
level allowed in Pool of Radiance, andboth can become mixed class to gain thebenefits of more HP and heavier armor. In
general, then, your magic using characters should be elven or half-elven fighter/magic users, or half elven cleric/magicusers or fighter/cleric/magic users.
Thieves have the fastest advancement of
any class . They also have special abilities
that allow them to open locks, find drremove traps, climb walls, and backstab .
Unfortunately, thieves are almost as vulnerable as magic users in combat, they
have only a few more HP and the heaviest
armor they can wear is leather. Luckily, allraces have unlimited advancement as
thieves, and all the non-human races canbe mixed class fighter/thieves. Dwarvesand half-elves make the best fighter/thieves because of their high maximum
strength and their high maximum fighter
level.
Some kinds of characters are at a disadvantage because of their ability score or
max level limits. Female characters are at53

a disadvantage as a fighter or fighter
mixed class character because of their
reduced maximum strength . But, formost other types of characters, especiallypure clerics and mixed class cleric/magicusers, they function just as well as malecharacters . Their lot is actually better thanthat of halflings and gnomes, neither ofwhich excels at any particular class.
Each character's capabilities are built
around his ability scores . Since it only
takes a second for the computer to roll aset of scores it Is no crime to roll a few
times until you get a character whose
ability scores match what you want. You
can also modify a character's ability
scores after he has been built, but not
after he has gone up a level .
If you want your characters to have themaximum fighting efficiency they willneed impressive ability scores. Fightersneed the highest possible strength to get
maximum bonuses to THACO and
Damage . Magic users creed an Intelligenceof at least 16 to get their experiencebonus . Clerics need a wisdom of 17 or
better to get the maximum number ofspells. All characters need the highest
possible dexterity because dexterity gives
you : the best chance to move before youropponent, a +1 AC for each point of dexterity over 14, and a +1 THACO with missiles for each point of dexterity over 15 .
All characters need a constitution of 16
or better, and Fighter types need a constitution of 18, to get the maximum bonus
to their HE The party's spokesman needsa charisma of 18 to get the maximum
reaction bonus.
The characters in a party do not needsuch amazing scores to win the game. In
fact, any well played party should be able
to win. The computer is smart enough togauge the power of the party and it often
modifies the number of monsters in an
encounter to give the party a good fightregardless of their power. Beginning characters with very high ability scores look to
the computer like high level adventurers .
This may put them at a disadvantage

because the party does not have the HP,
spells or the magic treasure of high leveladventurers .
A balanced party needs at least four characters with good fighting capabilities, atleast two characters that can throw clerical spells, at least two characters that canthrow magic user spells, at least two characters who are equipped with bows, andat least one character who has thieving
abilities. As this is more than six characters, some of the characters will have tohave multiple capabilities . Once you havethese bases covered, mix and match theparty's capabilities to match your style ofplay.

DEFERnONS AND CONCEPTS
Here are some Important concepts thatyou will need to understand to play Poolof Radiance to the fullest capacity.
Block: A 16 square by 16 square areathat is displayed from a 3D point of view.
Unless the player is lost, or it is impossible to find one's way, the X and Y coordinates are available beneath the fist of
characters in the party. 0,0 Is In the northwest comer; 15,15 Is in the south east
corner.
Commissions: The city council awardscommissions as a way to direct heroes
towards awaiting adventures . The party
does not have to 'accept' a commission .
As soon as the clerk informs the party ofa mission, they may freely undertake it . In
fact, if the party completes a mission
while exploring on their own they may
also get the reward, even though they
have never formally received word of thecommission.
Drain and Restorations Powerful undead such as wights, wraiths, and vampires can drain levels from a character
when they hit In combat. The character
loses his level or levels along with theadditional HP, improved THACO, and theother advantages of level . His XP will be
reduced to the minimum for his new level .
54

A cleric can cast a restoration spell off ofa scroll to restore one drained level . The
character will regain his HP THACQ, andother advantages of his level . But, his XP
will be raised only to the minimum for his
restored level .
Maps: Page 25 and 26 of the Adventurers
Journal contain three accurate maps of
the City of Man, the Area Near Phlan,
and the Moonsea . The city map shows
the locations of the different blocks within the city . The Area Near Phlan map
shows the extent of the wilderness in
Pool of Radiance . The Moonsea map
shows where Pool of Radiance occurs in
relation to other areas In the FORt7OTTE1i
REALMS' game world. Other AD&D®
computer products may be set In the area
near the Moonsea.
Memorizing Spells: In Pool of Radiance,spell casters must memorize their spells
before they can cast them . Each character can only have a small number ofspells memorized at any time . The number of spells a character can memorize at
one time is based on the character's level
and is shown in the Appendices of the
Adventurers Journal.
To memorize spells, send the party toCamp . Highlight the first character you
want to memorize spells. Access the
Magic menu and then the Memorize command. The character's list of available
spells is shown. Use the Next and Prev
commands to find the page with the spell
you want to memorize. Choose the Memorize command. Highlight the spell you
want to memorize and press Return or thejoystick button to pick it . The computer
displays the number of remaining spells
your character can memorize by level.
Choose spells until you have Indicatedthe spells you want your character tomemorize, or your character can memorize no more spells. Choose Exit from thespell list and from the Memorize menu.
The computer displays the fist of spells
you have chosen . Confirm that this is thelist of spells you want your character tomemorize. Repeat this process for all of
your spell casters .
55

Once you have picked all the spells yourcharacters want, it is time to rest andactually memorize the spells. Choose theRest command . Note the time already fisted on the clock This is the minimum timenecessary to memorize all the spells you
have picked . Choose the Rest commandfrom the Rest menu . The computer will
dispkiy each spell as it is memorized .
If your characters' rest is interrupted,
they may not memorize all of their chosen spells. If the character's rest. is notinterrupted then they will have all theirchosen spells memorized and be ready toadventure.
Quick Combats If you don't want to deal
with combat, you may turn on Quick
Combat and let the computer run things
for you . You may put any character Intoquick combat by choosing the Quickcommand. You may put all characters
into quick combat by typing 'Q' during
any character's turn. You may take manual control of all characters by typing thespacebar while one of your characters ismoving on screen . You may set charaoters to cast spells by typing 'M' during any
character's turn. When you type 'M' thecomputer displays 'Magic On'. You may
turn off spell castlr :g by typing 'M' again.
Then the computer displays 'Magic Off' .
With 'Magic On; the computer will pickspells for player characters In Quick cornbat. With 'Magic Off, player characterswill not throw spells in Quick combat.
You have some tactical control over characters In Quick combat . Characters withreadied arrows and a bow will stand fast
and fire arrows until the enemy comesadjacent . Characters without readiedarrows will charge toward the enemy.
Characters will attempt to use readiedmagic items.
Your character's choice of spells Is also
important If you use Magic On in Quick
combat . Avoid spells with large areas, thecomputer normally aborts an offensive
spell if the computer sees an ally in thetarget area. Offensive spells such as
magic missile, hold person, and stinking
cloud are useful because they are single
target or have a small area of effect .
Large area spells, such as sleep or fireball, are very useful under manual control, but may often be aborted in Quick
combat. Healing and detect spells havelittle use in quick combat, though Blessand Prayer are sometimes useful .
If you do not want to bother with a fightand want combat over as soon as possible, access a character's second menu
and choose the Speed command . Set the
Speed to 0. Decide how each character
will fight by readying or unreadying theirarrows and magic Items . Then type 'Q' to
set all characters to Quick combat If afight is particularly difficult you may wantto type 'M' to turn 'Magic On'. Then, sitback and watch the computer do all thework for you .
The computer is not as good a tactician
as you are. You may be able to direct
your heroes to win a fight that they would
lose In Quick combat. But as your charaoters get tougher you can use Quick combat with less risk. But, if your charactersbegin to lose too badly, be ready to hit
the spacebar and take control back. In
the end, you may have to save the day.
Random Encounters: Often monsters
roam around the blocks where the missions take place . These monsters do nothave a fixed location or time, but may
occur in many different places . Often aplayer must defeat a number of these random encounters, as well as all the fixedencounters, to clear a block.
Resting: A party must rest several hours
for characters to memorize spells. The
party may also rest for a full day so thateach character can heal one Hf? Many
areas are so dangerous that the party can
not rest; they will be interrupted by theenemy . Safe areas are places where theParty can nest without interruption .

Temples: Temples provide a number ofservices that the party cannot get anywhere else. If a character has died due towounds, the temple can raise dead. If acharacter has been turned to stone, thetemple can turn him back to flesh . If acharacter has been killed by poison, thetemple can neutralize poison (to remove
the poison from the system) and thenraise him from the dead . If the party has
a 3rd level cleric, they can use the slow
poison spell to make the poisoned character 'alive' when he goes into the temple. Then the temple need only throw aneutralize poison to bring the characterback. If the party's characters have lost
HP it is cheaper to go to an inn and rest
for many days than to have the temple
throw cure spells.
Thieving Abilities: Characters who are
thieves or mixed class thieves have anumber of special abilities Including thechance to: pick locks, climb walls, findand disarm traps, and the ability to backstab for multiple damage. But, for amixed class character to exercise histhiefly abilities he must not be wearing
any armor heavier than leather. Remember, before the fighter/thief can backstab,or pick a lock, he must unready his heavyarmor.
Translation Wheel: The wheel is used
several ways during the game. To begin
the game match the symbols on screen
and read the password from inside to out
side under the indicated line . During thegame match the symbol to the appropriate translation tab and read the letter
under the . . . . . path in ring 1 .
As an example : If you match the Translate Dethek tab with the Translate Espruar
tab a 0 is shown under the . . . . . path In
ring 1 . Move the inside ring 1 spaceclockwise . The ring 1 under the . . . . . pathnow shows an 'A' . The Dethek (orDwarvish) 'A" shows under the Translate
Dethek tab . The Espruar (or Elvish) 'A'
shows over the Translate Espruar tab .

Set Encounter: A set encounter is anencounter in a fixed location and/or time .
Most set encounters are keyed to themaps in each adventure description .
56

In Sokal Keep, a dead elf carries a scroll
with Elvish or Espruar writing. Tum theTranslate fspniar tab under each symbol
one at a time . Read the English letter inring 1 under the . . . . . path . The fast wordtranslates as :Espruar Runes (Displayed On Screen)v
English Translation (From Wheel)
L
U
X

COMBAT
Your characters will be fighting alot in
Pool of Radiance . Monsters and humanenemies abound . Leaming to fight well,and to fight smart will make the game go
faster and make it much more enjoyable.
There can be a lot of details to successful
combat, but most of them are common
sense and will become second nature
after a few fights.
To fight effectively you must understandyour own group's capabilities. Does yourgroup have ranged weapons? Does yourgroup have mass attack magic spells
such as sleep or fireball? How heavily
armored is the "front line" of your group?
How fast is the fastest and slowest menrber of your group? All of these detailschange which tactics your party can apply
effectively .
You should also understand your enemy's
capabilities . The basic information about
ranged weapons, mass attack spells,
heavy armor, and speed still apply.
Monsters also often have unusual capabilities that you'll wart to be aware of.
finally, you creed to understand the terrain where you are fighting. Are you insidea building where space is limited or are
you in an open field with unlimited room
to maneuver? Are there choke points,
such as doorways, that you can use tochannel an enemy's attack? Are there
large pieces of terrain, such as a tree or awall, that you can anchor your flanks on?
57

Taking full advantage of terrain will multiply your fighting strength .
Whether you outnumber the enemy or heoutnumbers you will decide your opening
tactics . If you outnumber the enemy,
move up your toughest fighters (lowest
AC and highest HP) and pin them inplace . Then move other troops aroundthe enemy's flanks to get attacks frombehind . A shot from behind can hurt eventhe most "unstoppable" monster. Thieves
are at their best when they can be part ofa gang and 'backstab' . Concentrate yourattacks by having a single characterattack some of the enemy and have many
characters gang up on the remainder toeliminate them as quickly as possible .
If the enemy has as many or more troops
than you have, then make the shortest
possible line without giving the enemy a
way around your flanks; doorways andcorridors are good defensive locations .
Don't just attack the enemy in front ofyou, mass as many attacks against eachtarget as possible to get quick kills . If
your tactics are successful, you will soon
outnumber the enemy and you can surround and move in for the kill .
An Important tactical consideration iswhether one side and/or the other has
ranged weapons such as bows, crossbows, slings, and ranged attack magic .
If neither side has significant ranged
weapons, your side should quickly moveto the most advantageous terrain and prepare to meet the enemy. If only you haveranged weapons then try to begin the battle at the longest possible range . Keep afront line of clerics and fighters withoutbows to protect your archers as long as
possible . Magic users with darts and clerIcs with flasks of oil have a short range,
and are only useful once both sides are incontact.
If both sides have ranged weapons thenthe enemy archers and spell casters
should be your primary targets. An enemy

who is turning your flank or who can getback shots on your front line is also agood target. Don't shoot at enemy frontline fighters unless you are trying to disengage your front line to maneuver orretreat.
If only the enemy has ranged weapons
then close as soon as possible . Once you
get adjacent to an enemy, it's much harder for him to use his bow or magic
against you . Try to use terrain to block
the enemy archer's line of sight and limit
his targets to your troops with the heaviest armor.
Magic has the capability to change defeat
into victory, or victory into defeat. Tacr
tically, some simpler spells and magic
items act very much like bows or thrownweapons (magic missile or spiritual hanrmer) . The more devastating spells are theones that can Incapacitate an entire
group of troops in an instant. These mass
attack spells include : sleep, hold person,
stinking cloud, lightning bolt, and the
dreaded fireball . These spells can turnthe tide of battle in an instant.
More often than not, you will have magicand your enemies will not. If you havemagic users or magical items guard themwith your life . Magic users are very fragile
in combat; they wear little armor anddon't stand up well to being hit Keepthem behind the lines and safe, even if
they have thrown all of their spells for thisbattle . The magic user you save this battle may save you next battle .
Magic need not kill the enemy to be useful in combat. Sleep, hold person, andstinking cloud can make the enemy 'helpless' and a sitting duck to your fighters'
attacks . Remember that you can affect up
to three different targets with a clericalhold person spell . An effective way to use
these spells is to eliminate the threat ofenemy archers and magic users. Anothertactic Is to make the front ranks of theenemy helpless, thus blocking his melee
stacks and making your own shots surekills. You can even retreat behind the enemies helpless front line troops and safely
engage the others with ranged attacks.

If the enemy has mass attack magic(whether or not your side has it), you may
have to modify your tactics. Defensively,
try to keep your troops spread out ; mostmass attack magic operates over a limited radius. Keep some fighters unengaged
In reserve, so that they can run up and fill
any holes in the front lines caused by anenemy magic attack . Be careful not toconcentrate important targets like magicusers or archers together behind your own
lines; such concentration invites attack .
Offensively, you should concentrate
magic spells and bow (ire on enemy
magic users. Even if a bow shot doesn't
kill a magic user, it can disrupt his ability
to cast a spell . Magic missile is very goodfor this because it always delivers a few
points of damage and keeps an enemy
magic user from casting for the nest of theturn . Proper use of magic, both offensively and defensively, is often the key toyour victory and the enemy's defeat .
Some monsters have abilities that might
as well be magic. Dragons often havebreath weapons that can do great damage over a wide area. Your charactersshould spread out to avoid several being
attacked by a single attack . Phase Spiders
cannot be affected by any attack until justas they move . Your characters shouldchoose Guard or Delay and then attack as
the Phase Spiders advance or after they
move . Driders know spells as powerful as
any spell caster in Pool of Radiance . Your
characters should spread out, just as if
they were fighting an enemy magic user.
One of the most important things to getfor your heroes is the best possible
Armor Class . A good AC is always useful,but it is especially important against mass
attacks by weaker monsters. High dexterity, heavy armor, rings of protection, bracr
ers of defense, magic shields and armor
all can contribute to giving your heroes
the lowest possible AC. Your front line
fighters go in harms way more often than
the archers or magicians, make sure they
have the best ACs In the party.

58

When fighting a heavily armored foe,
flanking, swarming attacks, magic, andthe "backstab" take on increased importance . Tactics that multiply the number
and effectiveness of your attacks, andreduce the value of the enemy armor are
worthwhile.
Soldiers often forget that mobility is as
much a weapon as a sword or spell. If
you are more mobile than your opponent,
you can remain disengaged and firearrows. You can choose to retreat or stayfor battle . You can occupy the best defensive terrain and force the enemy to cometo you . Be careful not to get your troops
spread out if they have differing movement rates.

Delay command when each character's
chance to move comes up. This guarantees that the monster will get his chance
to move, and that its facing won't be
upset . After the monster has moved,
have the stalking horse move up adjacentto the monster and attack. This sets themonster's facing towards the stalking
horse . Then have the thief move up andattack from directly opposite the stalking
horse (see figure 1) . This second attack
will be a backstab that has large bonuses
to hit and does multiple damage . The
backstab is an especially effective attack
against large monsters that are otherwise
difficult to hurt because of a resistance tomagic, many HP, and/or a very low AC .

If the enemy is equal or superior in mobility, it multiplies their effective numbers.
You must worry more about flank security
and keeping your front line secure . Fastenemy will also attempt to run away when
their morale breaks . Once the enemies
morale has broken, use archers to bringthem down . Even a fleeing foe can be
dangerous if cornered and forced to fight.
One of the most potent weapons in the
hero's arsenal is the ability of thieves to'Backstab' their opponents for extra damage. Thieves of level 1-4 do double damage when they hit with a backstab . Level
5-8 thieves do triple damage when they
hit with a backstab . Level 9+ thieves doquadruple damage when they hit with abackstab . Mixed class fighter thieves withexceptional strength and a magic longsword can take out very large monsters
with one shot.
A backstab happens when a thief attacks
a monster directly from behind . Unfortunately, whenever a monster attacks or
is attacked, his facing can change . The
following method can guarantee the thief
his chance to backstab.
To attack you need a fighter or cleric as astalking horse, and the thief. Choose the59

Figure 1
Histories are written about great victories .
But they are written by the survivors ofwell executed retreats. Every party occasionally gets into a combat where it isovermatched by enemy numbers or
power. The earlier you realize that you
should retreat, the easier and more suc,cessful the retreat will be.
Once you have engaged the enemy
retreat is more difficult. Anytime you turnaway from an enemy to disengage, he
has a clear shot at your back. This can bedevastating if you get surrounded on
many sides. You can be attacked half adozen times by trying to retreat while surrounded.
The first part of any successful retreat isdisengagement . rankers, archers, spell
casters, and reserves can normally disengage from the enemy simply by moving
away. But the front line has a more diffrcult problem.

To disengage the front line, concentrate
your attacks on a few units to create
holes in the enemy front line . When yourfront line troops each have few enemies
still engaged, turn and begin the retreat.
Retreat as far as you can to protected
positions that minimize the enemies abilr
ty to flank you. Stay on guard so you canstrike at the enemy if they pursue. Do not
retreat the flankers, archers, and spell
casters so fast that they cannot support
the retreating fighters. If the enemy isswift and aggressive, you may have torepeat this maneuver several times tocompletely disengage .
if the enemy is faster than a character,then that character will not be allowed toexit the combat area. A character canoften increase his movement by unreadying his heavy armor. When your movement is equal to the enemy's, you havean even chance to exit the combat area.
When your movement exceeds theenemy's, you can automatically exit the
combat area.
The worst time to decide to retreat is aftersome of your own heroes have fallen .
Even if your retreat is successful, thetroops that have fallen are lost forever.
Even worse is cleanly retreating almost allof your heroes, only to see the final character pinned by the enemy and overwhelmed . Do everything in your power toavoid such a situation .
When all else is said and done here aresome rules to live by :Keep a Straight line : Your forces are
the least vulnerable and provide eachother the most support when they are ina straight line .
Anchor Your Flanks on Terrain Featurm Keep the enemy from flanking or
Overwheirning your troops by anchoringYour flanks on impassable terrain.

Put Your Most Heavily Armored
Troops in The Front 1Jne : Font line
troops take the greatest number ofattacks from the enemy. Heavy armor will
increase their chances of survival .
Thieves Should Only I<zackstab When
You Outnumber the Enemy: Thieves trying to backstab must be behind enemy
lines . Their light armor makes them vulnerable. Only send the thieves aroundthe flanks to backstab when the enemy isoutnumbered so that he can't concentrate attacks on the thieves.
Spell Casters are nigh Priority Targets :Enemy spell casters have the greatest
capability to quickly turn the tide of battle
against you . Target them with archers,
friendly spell casters, and Hankers .
Don't Panic : Even when a situation
seems impossible, trust in your troops .
The enemy is probably not as powerful as
it seems . Many things can happen to turnthe tide of battle your way. The enemy
morale may break, you may make a lucky
shot, or the enemy may be weaker than
you realize. Keep fighting and stay alive .

SPELLSIn Pool of Radiance, the efficient use ofspells, both in combat and in camp,
makes the game much easier. Somespells are useful in ways that are not obvious from their description . Here are some'tricks' to the efficient use of some of thespells.
Unless otherwise specified, all spells havesaving throws. In general, damage spells
do half damage if the target makes its
save; non-damage spells have no effect if
the target makes its save .
Clerics get more spells per level thanmagic users. Detect magic, protection
from evil, protection from good, hold person, and dispel magic are available toboth clerics and magic users. So, if you
want these spells in your party your clerics should take them instead of yourmagic users.

60Offensive spells are of two types, damage
causing spells that cause hit points, andrestraining spells that make a target helpless. A single melee or missile attack can
kill, once a target is helpless. The best
offensive spells are :Hold Person: The most powerful clericaloffensive spell. You can aim at three (clerIcal) or four (magic user) targets andmake them helpless.
Charm Person: This spell makes one target fight on your side in this battle . Whenthe charmed enemy changes side his former comrades turn on him so he absorbs
some enemy fire . If you attack a charmed
enemy then IYPCs in your party will turnon you (you are attacking an ally, afterall) . If the charmed enemy is not killed in
the fight then you don't get his treasure ;he left with it.
Magic Missile : Useful because it is low
level, because the target gets no saving
throw, and because it is fast and cannot
be interrupted . This is a good spell tothrow at spell casters before they havecast a spell and at undead (who ignore
many other attacks) . It is also useful If
you fight under computer control
because it has no chance to catch heroes
in an area damage spell .

Sleep: The magic user's most powerful
low-level spell. Sleep can make a wholehorde of low level monsters helpless, andit has no saving throw. But it is uselessagainst lager monsters such as trolls.
Remember that sleep has a comparatively short range, and that its variable effectcan sleep your heroes if you target thespell too close to your own front lines.
Once your heroes reach 5th level, they
are immune to sleep and you can throw
sleep spells with great abandon .
Sdnidng Cloud: A powerful spell thatmakes targets in a 2 square by 2 square
area helpless . Its very short range, but
exact area of effect, make it useful only
after the enemy has closed to melee yourfront lines .
Fireball: The classic attack spell . In aclosed area (when the combat map
includes walls), fireballs have a 3 squareradius and affects almost every characteron screen . In an open area (without
walls), fireballs have a 2 square radius.
Try to get as many enemy in the fireballas possible, and be sure to keep yourcharacters out of the radius of effect.
Ughtning Bolt: This is often considered
the poor cousin to the fireball, because it
does the same damage but in a more limited area (a line) . But lightning bolt is bestwhen you have to fight In a dosed area.
Properly used, you can throw a lightning
bolt into a melee, miss your heroes, andstill hurt the enemy. Also, if the enemy isnear a wall you can throw the bolt to
attack the target, bounce off the wall, andthen attack the target a second time.
Remember that a lightning bolt always
rebounds toward the caster; it does notfollow the angle of the wall.
Some spells are useful In preparing forcombat . If you know your party is in for a
tough fight (either because you read theclue book or your party has been there
before), you can prepare before combat.
Encamp immediately before triggering thecombat . Throw as many preparatory

61,
spells as you have ready on your charaoters then immediately return to the Adventure menu and advance directly into
the combat. If you can't prepare before
combat, many of these spells are just as
effective when you throw them in the firstround of combat. Many of these spells
can be reversed and thrown on the enemy
to make him more vulnerable to yourattacks . The best preparatory spells are :Bless: this spell affects all heroes in a
5x5 area that are not adjacent to the ene,my. Bless is especially useful later in thegame against monsters with very low ACs.
Protection From Evil: This spell only
affects one person, but it improves yourAC and Saving Throws by 2 against
attacks from evil monsters .
Prayers This spell is great because It canbe thrown In combat and it improves
your THACO, Damage, and Saving Throws
by 1, while hurting your enemies' values
by a like amount It can also be thrown
after combat has commenced .
Enlarge: This spell makes a weak character strong, though it doesn't help a character who Is already strong . A first level
magic user makes his target's effective
Strength 18. Each additional level adds
one column to the character's effective
strength, until at 6th level the target has
effective 18 (00) strength .
Strength: This spell adds 1-8 points to acharacter's effective strength, dependingon his class . For every point of strength
added over 18, 10% is added to his
exceptional strength percentage.
Some spells are handy to have memorized for use out of combat. These spells
include :ing combat to keep a character fromgoing down. Also, if a character is wounded at the beginning of a wave of combats(such as in the Kobold Caves or thenomad Camp), you can 'Continue Combat' and cure characters to get themready for the next wave.
Detect Magic: Use this spell in the
Treasure Menu to pica out the magic
items from the trash.
Dispel Magic Use this spell to remove
locking spells on doors . Remember thatyour clerics can memorize this spell too.
(Knock: Use this spell to open locked
doors and chests.
Invisibility 10' Radius: Use this spell
while moving through dangerous territory.
This keeps the enemy from finding yourparty until one of your characters attacks
in combat Use your enemies' confusion
to get all your characters in position for'backstabs', bouncing lightning bolts
shots, and sweep attacks. Then have all
your characters choose delay, let theenemy take his turn and guard, and thenhave all your characters attack at once .
Some spells should only be memorized
when your party needs them; these spells
include : slow poison, cure disease,
remove curse, and read magic.
The other spells are useful in specific circumstances. If you read of a special situation in the clue book, or if your party has
been in a special situation and been
defeated or had to retreat, your party may
want to memorize some of these specialty
spells.

Cure Ijght Wounds: This spell is everyone's best friend . Use it after each battle
to make sure that everyone gets back totheir full HE You can also use cures dur-62

Spell Parameters Chart
The following list collates all of the basic pararneters of the spells
available do Pool of Radiance :Spell NameFirst Level
Clerical Spells
Bless
Curse
Cure Light Wounds
Cause Light Wounds
Detect Magic
Protection From Evil
Protection From Good

Range

Duration

6
6
Touch
Touch
3
Touch
Touch

6 rounds
6 rounds
1 turn3 rnd/IA
3 md/Ivl

E,C
C
E,C
C
E,C,T
E,C
E,C

E
C
E,C
C
E,C
C
C

3
6
Touch
12
Touch
3
3

3 turns
4+1 rrKMA
1 turn/M
2 mdl A
1 hour/M
5-8 rounds
1 md4vl

1
Touch
Touch
Touch
Touch
6
6 radius
Touch
Touch

Permanent
E,C
Permanent
E,CC
Until CuredE
PermanentC
Until Cured
E,C
PermanentC
1 rndAvl
Permanent
E,C
Until Removed CFirst Level
Magic User Spells
Burning Hands
Charm Person
Detect Magic
Enlarge
ReduceFriends
Magic Missile
Protection From Evil
Protection From Good
Read Magic
ShieldShocking Grasp
Sleep

Detect Invisibility
Invisibility
Knack
Mirror Image
Ray of Enfeeblement
Stinking CloudStrength

1/lvl
Touch
6
0
1+ .25/M
3
Touch

5mdsAA
Until Attack
2 mdsAvl
1 md/M
1 rndN
6 tumsAvI

E,C
E,C
E,D
C
C
C
E

0
12
10+1Av1
6
12
Touch
4+1Av1

1 mdAvl
Permanent
3+1 mdum
2 nrdsAvl
Until Attack
-

C
E,C
C
C
C
E,C
C

Touch
9+1N

1 tunrdlvl
3+1 md/M

E,CC

Third Level
Magic User Spells

Third Level
Clerical Spells
Animate Dead
Cure Blindness
Cause Blindness
Cure Disease
Cause Disease
Dispel Magic
PrayerRemove Curse
Bestow Curse

Spell Name
Second Level
Magic User Spells

Second Level
Clerical Spells
Find Traps
Hold Person
Resist Fire
Silence 15' Radius
Slow Poison
Snake Charm
Spiritual Hammer

Where

0
12
Combat0
2 mdsAvl.5Avl
1 turrVM.5Avl
1+1Avi rat 1 mdAvl
6+1 AvlTouch
2 mds/Ivl
Touch
2 mdsAvl
0
2 mdsAM0
5 rnds/M
Touch
3+1 Avl
5 mds/M

C
C
E,C,T
E,C
E,C
C
C
E,C
E,C
E
C
C
C

Blink
Dispel Magic
Fireball
Haste
Hold Person
Invisibility 10' RadiusLightning Bolt
Protection From Evil,
10' Radius
Protection From Good,
10' Radius
Protection From
Normal Missiles
Slow

Abbmviafions :10 rounds =1 turn; 6 turns =1 hour,and = round; Ivl = level of caster, rat = radius .

Range listed as 9+1Ad = 9 squares + 1 square per level ofcaster.
Example A5th level magic user throws a Slow Spell .
The maximum range is 9 + (1 x 5) =14 squares.
To successfully throw a spell with range listed as 'touch,thespell caster must hit his adjacent target and the target gets asaving throw (if applicable) . You automatically'hit' allied targets .
Duration listed as 3+1 mdAvl = 3 rounds + 1 round per levelof caster.
Example- A 5th level Magic User throws a Slow spell. Eachtarget is slowed for 3 + (t x 5) = 8 rounds.
Where a spell can be thrown : E = Encamp Menu or Cast
option from Adventure Menu, C = Combat Menu,
T = Treasure Menu, D = Door Opening Menu.