POOLS OF DARKNESS WALK THROUGH: By Ken Hart Walk Through Structure: I have written this walk through with the speed of game completion in mind. Each section will lead you to key items, magical items, and non-player characters. However, after you get the items in each section, save the game. Wander around, look for trouble, get into fights to develop your characters. Map Coordinates: In this walk through, you will find coordinate markers shown as (map 10,2). These markers are for ease of navigation and locations through the various parts of the game. Your current position is shown on the right center of the movement screen, unless a certain part of the game does not allow such navigation aids. Object of the Game: Bane has claimed all of the realms for his own and placed them under his 3 Lieutenants. As heroes, you must defeat the plans of bane by defeating his lieutenants. Starting the Game: TIP: Don't depend on the roll (of the dice) to get high attributes for your characters. After generating your own characters with first roll attributes, place them in the party and manually change the attributes to their highest level (usually 18) before you start playing the game. Bring the hit points to their highest level as well. It gives your characters survivability. Do this before you enter the game After your characters have entered the game, you can't change the attributes. If you wish to be challenged, either leave the characters as you roll them or increase the game play level. You start as Veteran in the game play level which is the middle of the range. The higher levels seem to increase the number of missed hits. I once increased the level to Champion Level and put all my characters on quick (automatic operation). One combat took 5 long, boring minutes, listening to the swish of a miss instead of a hit. You can use the pre-generated characters that come with the game or create your own. I always create my own characters and I have had success with a Human Fighter, Human Ranger, Human Paladin, Human Cleric, Dwarven Fighter/Thief, and a Female Mage. Why these characters? The Fighter, Paladin, Ranger, and the Dwarven Fighter constitute the front line of the party. The humans and dwarves can use any weapon and armor in the game, but the Dwarf get a +2 hit factor if they are equipped with an axe of any kind. The Paladin is an excellent fighter and 1 time per day medic. By HEALing an injured character within touching distance, even during battle, the injured character recovers some hit points. The Cleric is the party's medic as he can cast HEALing spells during battle and is the (encamp) healer. The mage uses magic to hit attacking characters from a distance. Dispite the slowness of dual class characters advancement, I have made my Dwarf a dual class Fighter/Thief. He is useful for traps, crawling through small spaces, fighting, and back stabbing (a powerful, devastating attack on the enemy). Fighting Strategies (General): Keep an eye on your front line characters during combat. If you see a character getting low on hit points, use the Paladin to HEAL a wounded character if he is close enough to lay his hands on him, or the Cleric to cast a HEALing spell on the injured person during combat. Fatigue, loss of blood, shock, etc. are not factors in this game. ALL characters (friendly and enemy) hit just as hard with 1 hit point as with 100 hit points. Many times I have walked away from a battle with just 1 hit point. If you are facing magic users of any kind, hit them with spells (Magic Missile is best early in the game because they are immediate use and guaranteed to hit) and arrows (if available). Hitting spellcasters with spells or arrows disturbs the casting of a spell. The spell is lost and they have to start over. Include spreading your characters out if possible. A single area spell like a fireball or Ice Storm can kill or severely injure all of your characters at once if they are bunched up and it disturbs your own spellcasters. If you have locked into close combat at the start of a battle, don't turn to try to move. A hit from behind drops your hit points faster than if you stand toe-to-toe with the enemy. In an outdoor encounter, you are generally facing the enemy but they can come from behind as a split force. Use AIM to determine who, what, and where the enemy is, then arrange your characters accordingly. Wait for the enemy to come to you (unless the enemy has spell casters, then hit them first). While you are waiting for the enemy to charge, have front rank characters select GUARD during the turn. When the enemy arrives, the enemy is automatically attacked by your party members before the enemy can attack. Search Mode seems to attract enemy encounters faster when it is turned on. When walking outdoors, if you want to gain experience, turn on the search mode and wander around but stay near a town where you can go and heal. Clerics and Paladins have the ability to "TURN" attacking undead characters. TURN forces some undead characters to disintegrate or flee. The higher the characters level, the more effective it is. Don't give a non-player character (NPC) anything you want back. An NPC cannot trade items. The only way to get something back is to let him get killed (or kill him), strip him of items, then kick him to the curb (DROP). A character whose name has turned purple is ready for advancement. Before you take a character to the Training Hall, make sure that he is fully healed. You will not get a full measure of new hit points if you don't. Save the game frequently. If your party is wiped out in an encounter, you can reload the game and learn from your mistakes. Have the cleric cast Bless and Prayer prior to a battle to raise the party's attacking ability and have the enemy miss more often. Character Advancement: Most of the characters can advance beyond level 36. You start with a powerful party, already well equipped. You will not need much from the stores when you start. Game Play Level: You start as Veteran, the middle of the difficulty range. All of the encounters are based on this level. START THE GAME WALK THROUGH: PHLAN: You arrive by boat and are given a tour of the city. After the tour, go East to (map 12,7) where the town hall is located. Meet Council member Sasha then go West to Kuto's Gate where She will be waiting for you. She will give you 3 Cleric Scrolls containing 2 Restoration and 1 Resurrection each. After leaving Phlan, Bane makes a great speech and scoops out Phlan, leaving only a crater. Then Limbo opens and you meet Elminster, a powerful Mage. His speech in the Adventurers Journal basically outlines the situation with Bane and he has arranged for your party to travel through Limbo at various points in the game. Then you are found elsewhere, away from the Crater of Phlan. SILVER BLADES CAVE: Go North to the a cave entrance and enter. You are greeted by a Hill Giant who tells you to go through the North door to see the Silver Lady. You are greeted by Vala, a member of the Silver Blades. She says that you need to get 4 items, Worldstone, Tyrants Flame, Lindenwood Staff, and the Oakwood Staff. She gives the party a Silver Shield as a gift. It is useful against Medusa as it reflects their gaze and it's a +4 Shield. After Vala joins your party, go North then East down the hall to (map 9,1) and enter the North door to fight 3 Hill giants for the Worldstone. After the battle Encamp, Fix, Save the game. Exit the room and go through the South door that is 1 step East. After entering, giants burst from the room to the South East. Prepare the party with Bless and Prayer and go though the door to fight 6 Fire Elementals for the Tyrants Flame. Ice Storm works well here, but to fight fire with fire (ball) does not. You can't rest here because of the noise of digging. If you leave the room turn South through the door there, you can Rest, Fix, Memorize, and Save the game. Exit which ever room you are in, turn North, then West down the hall to (map 5,2). Enter this room to face 6 Vassan Fighters and 3 Drow Warriors. Drow warriors cast the cleric Hold spells and the Drow are naturally resistant to magic spells so toe-to-toe combat is necessary to keep them from casting their hold spells. After the combat, go South to the end of the hall and turn West to a door. When you search the coffins, you get gems, jewelry, a Battle-ax +4, 10 Crossbow Bolts +3, a Hammer +1, Helm +1 and the Lindenwood Staff. When you have taken and arranged the treasure, a Split force, of 10 Skeletal Warriors, 3 Wraiths, and 1 Litch appear to defend the coffins. Use TURN on these undead characters to make the fight easier. An attack by Wraiths, Litchs', and Vampires can drain a characters levels and hit points. If an character has been drained by such characters, use the Scrolls given by Sasha to Restore the levels. After the combat, go to the South West room to Rest, Fix, Memorize, and Save the game. Exit through the East door and turn South at the first hallway. When you enter the room, either turn on SEARCH Mode and take a step or select LOOK to find the Oakwood Staff. When it has been secured to your pack, you are attacked by 5 Earth Elementals. The Fireball works well. After the combat, return to the room to the West to Rest, Fix, Memorize, and Save the game. Have the Mage memorize Haste and Minor Globe of Invulnerability, and be sure that the Cleric has Bless and Prayer. These will be needed for the final combat in this section of the game. When finished in the room, exit East, then turn North to the crossroads (map 6,8) and turn East. When Sasha wants to enter the fight (as you pass between the 2 pillars supporting the ceiling), Encamp, Save the game, then cast Haste, Bless and Prayer. Then move into the combat. You face a split force of 12 Vassan Warriors and 7 Vassan Mages. This is a tough fight and you can expect to lose at least half your party, if you're lucky. Have the cleric cast Hold Person Spells and the mage cast Fireballs on the 4 maji to the South. When combat is done, collect the treasure, especially the Helms (+1), Cloaks of Protection (+1), and Bracers (AC 4). TIP: There are several small adventures along the way that you can enter into to clear out the evil located there and gain party experience. Some of them are dangerous and bypassing them has no effect on the game. I recommend that you pass Taydomes Keep (1st Stockade) and enter the Steading at Dragonhorn Gap (2d Stockade) to get to the training hall and shops to identify the magic items you have collected on the way. After that, return the Steading at Dragonhorn Gap and clear it. TEMPLE OF TYR (IN THE CRATER OF MELVAUNT) The crater is located due South of Taydomes Keep (1st Stockade West of the Silver Blades Cave). You will be greeted by Priam, a high level fighter. He joins the party when you agree to accompany him into the temple and locate weapons inside. After you enter the temple, pursue someone who sprints upstairs. You will face a large force containing 12 Swordsmen, 3 Banite Clerics, 2 Black Mages, and 1 Vampire Cleric. Use Fireballs to attack the Mages and Vampire. There are several magical items to be taken from the Vampires body including a Wand of Lightning. If you go into the bell tower, don't ring the bell yet. It will bring down a Banshee named Laurellin and 4 specters. You need her alive. In the 4 corners of this floor are 4 braziers. You can't light them yet. Return downstairs and proceed North to the Altar of Tyr. Remove the black hand and receive the blessing of Tyr which is a -2 to Armor Class, and +1 to hit while in the temple. Go down the stairs to the East to the 1st Basement. While you are here, you can look through the various rooms and get advice from the friendly spirits. Follow the hallway around until you see another hallway to the North. Enter the West door, go through another door to the stairs down to the second basement. Follow the hallway around until you see a door in front of you. Entering this door starts a fight with 4 Neo-Otyughs. After this fight, a spirit who was trapped in one of the creatures is freed and you are rewarded with magical items. Continue to follow the hallway to a North facing door. Inside you meet the Specter of Brimwulf. Avoid killing him. Allow yourselves to be tested. Proceed on to the first encounter where there are 3 Earth Elementals. After the fight you will receive the Vessel of Purity, be sure to take it. Go on to the next room where you fight 3 Fire Elementals. After the fight, you get the Spirit Flame that jumps into the Vessel of Purity. Go on to the next room where you see the Lamp of Vigilance. The Spirit Flame lights the lamp and Brimwulf appears (if you were not forced to kill him) and he gives you instructions to light the 4 braziers on the top floor and ring the bell in the bell tower. After he fades away, take the magical treasures that are one step in front of you. Back track to the beginning of the testing ground and turn East to follow the hallway back to the stairs. Follow the hallway back East to a South facing door and take the looted treasure that contains several magical items. Follow the hallway to the stairs up. In the temple, go North to the Altar to be healed as needed. When you have saved the game, go South out of the temple and go back to the Steading at Dragonhorn Gap to have your magical items identified and rest at the inn. TAYDOMES KEEP (1st Stockade West of the Silver Blades Cave) When you enter this stockade, you are attacked by glassy eyed Hill Giants that say they must kill you. They are being controlled. There are 6 Ogres, 2 Ogre Shaman, 4 Cloud Giants, 2 Cloud Giant Shaman. The Shaman cast Hold spells, so quick action by your fighters and your mage to hit them before they can cast is important. Treasure includes a Cloak of Protection +1, Mage Scroll w/3 Spells and a Hammer +1. Go North through a door where you meet Ruoln. It is best to evade him because you can't rest anywhere when he is in the party. Go West to the intersection (map 4,6) then turn North, East, then North where you meet Kimmarr. He is unhappy that the party is not helping to find Quill. You face 6 Drow Priests and 2 Drow Priestesses. Remember that Drow are resistant to most magic spells so this is a dangerous slugfest. After combat, turn East and follow the hall until you come to 2 doors facing East (map 11,4 and 11,5). Enter either of these closets to Rest, Fix and Save the game. Leave the closet and turn South where you hear voices next to a door. When you go through the door, you face 2 Fire Giants and 3 Hill Giants. Treasure includes a Hammer and 10 Crossbow Bolts +1. Before you go through the door facing West, stop and cast Haste, Bless and Prayer, then step through the door which is Kimmars quarters. You will face 6 Cloud Giant Mages, 5 Fire Giant Mages, and Kimmar who changes into a Blue Dragon who casts Lightning Bolts. This is another dangerous slugfest with these spell casters. part of the treasure includes a Magic User Scroll w/3 Spells, Ring (of Electrical Immunity), a Longsword +3, and 10 Arrows +1. STEADING AT DRAGONHORN GAP (2d Stockade West of the Silver Blades Cave) As you enter, you are greeted by Hill Giants. If you attack or insult the Giants, you are bombarded by boulders from the stockade wall causing a lot of damage to the party. Choose talk and proceeded North where you are attacked by a group of 10 Hill Giants in a split attack. After the fight, go North where there is a battle in progress between 8 Ettens, 8 Hill Giants and 1 Ogre Shaman. If you attack either group, both sides become insulted and all attack the party. If you chose to Duck, you are attacked by the winning side of the battle you ducked out of. The Inn is to the East of the battle scene. When you enter the Inn, you are greeted by the innkeeper who warns you about your behavior in her Inn. You meet Kardal, a person trying to gain information about the Steading. He advises that if you attack the Cloud Giants in the room to the North, you will gain a reputation and be brought to the Hill Giant Shaman in charge of the mercenaries. You will face 5 Cloud Giants, 2 Cloud Giant Mages, and 2 Cloud Giant Shaman. The Mages and Shaman are dangerous spell casters. Before you enter the room, encamp outside the door and cast Bless, Prayer, and Haste. After you clear the private room, you can rest safely at any time. By now, the party is ready for advancement. The training hall is across from the Inn and it is free (if you get grabbed by Giants inside the Steading as you pass to the Training hall, simply exit and you can return later). After training, turn North through a door and stop at the second door on the right, cast Detect Magic then enter the Adventurers Shop. Here you can identify all the magic items you have collected on the way. After the Shop, encamp and save. From here you can go down the 2 hallways that run East/West and enter the rooms that say stay out. This is good for experience, but they can be dangerous fights. You can encamp after you clear each room. If you don't need the experience, return to the Steading where you got pulled in (map 7,8). There is only 1 place where you can rest while in the Steading, so watch the hit points and magic spells carefully. After entering, turn North West through the door. Enter the left door, turn North, then West through another door. Follow the hall and go through another door where you find Kardal's bloody dagger. Keep the dagger, it is a magical +4. Go to the second door on the left and stop to cast Bless and Prayer, then go through the door where 4 Swordsmen, 5 Ettins, and 4 Hill Giants are questioning Kardal. After the fight, go West and South through doors where there are several Hill Giants. If you use an authoritarian attitude, they let you pass in confusion. Go West and turn North through the 2d door on the right. Stop at the door in front of you. You can turn East and go through 2 doors where you will face 3 White Dragons and one Red Dragon. They are guarding a Long Sword Vs Giants +2, Arrows +2, Shield +3, Light Crossbow +3 and Crossbow Bolts +4. A tempting treasure to be sure. After you make your choice, go North and follow the only path you can take through 3 doors to a 4th door. Through that door are 7 Hill Giants, 5 Ogre Shamans, 7 Ettins in a split attack. After the fight, go through the North East door and stop at the next door. In this room are 1 Black Dragon and 1 White Dragon. Use up any spells you have left (Bless, Prayer) before you enter the room. After entry, The mage can use up what he has left. After the fight, you can Rest, Fix, Save the game. Before entering the door to the East, cast Bless, Prayer, Haste, if the mage has a Minor Globe of Invulnerability, use it. When you enter the room, you will face 6 Ogre Mages, 10 Hill Giants, 1 Hill Giant Shaman, and 4 Ogres. As you enter the room, the Head Shaman will cast a spell that drops the characters hits points by 1/3 or more, you can't stop it. Cast Fireballs, have the party attack at will, especially the Shaman. The Haste spell will help make short work of the enemy. After the battle, turn back East to Rest, Fix, and Save the game. When done, return to the room and turn North, then West through a door into a closet where the Shamans treasure is located that contains a Cleric scroll, a Ring of Fire resistance, and a Scimitar +3. FIRE GIANT CAVE: There is only on way to get here, through the Steading at Dragonhorn Gap after the last battle with the Shaman. The cave entrance is located in the same room at (map 15,0). This can be a confusing section because of the spinning traps and teleporters that are here. As you enter the cave, a man bursts from the door in front of you screaming that the cave is bewitched. Step through the door and as you enter the intersection, you will spin around. Turn East and go through the door. You will be met by Unglow, a Fire Giant Mage and his guards. He will parlay with and give you a bag of gold and a ring if you go away. The ring is a Ring of Vulnerability (-3) so get rid of it. Go through the South door then East down the hall. The hall is a magical trap. You can walk for miles and get nowhere. The answer is to take several steps East, then turn around and go West until you see a skull with a ring in it. Throw the skull down and the spell is broken. Turn East to an arch and follow the hall West until you meet 8 Fire Giants. Destroy them and go West into the room in front of you. There are 2 Hill Giants here but they are harmless. Go West through the door and across the hall is another room. Here you can Rest, Fix, and Save the game in this dusty room. When you leave the room, turn North West and go through 2 doors then turn East to another spinning trap. After your spin, turn East and take the North door and follow the hall West until you meet Unglow again. This time he has 6 Assassins and 6 Fire Giants with him, but he escapes down the hall when the fight starts. After the fight, continue West to 2 doors. Turn North to the last spinning trap and after your spin, turn East where you hear the clank of a sword being dropped. If you turn North and go through the door you face 6 Fire Giants and 4 Fire Elementals. If you go North East through the door there, you can Rest, Fix, and Save the game. This is the last place you can rest and save the game. When done, go East then North to a wall, it is a secret, one way door, not turning back when you pass through it. As you turn West down the hall, watch you map coordinates. When you reach (map 4,0), turn South through another secret, one way door. As soon as you step through, turn West through a door where you will meet an assassin who wants to parlay. When you have finished with him, proceed South through the door where you will meet Unglow for the last time. You will have to fight 6 Fire Giants and 6 Swordsmen. This is a tough fight, but there is an even tougher fight further on. When you have finished with this fight, you should save the game as another letter then have your spell casters cast HEALing spells on the hurt party members. Then turn North through a door into a hall. Stop here and cast Bless, Prayer, and Haste then go through the next door to fight 2 Red Dragons and 1 Green Dragon. The Green Dragon seems to hurt the party more than the Red Dragons so concentrate on getting him first. When you are finished with the fight, exit West where the cave collapses behind you. You will find yourself outside the Steading at Dragonhorn Gap. Go inside the Steading to the Inn and Rest, Fix, Save the game, and Train characters who need it. Give the Ring of Electrical Immunity and Ring of Resistance to Cold to your most powerful fighter and have him wear them. They are important for survivability in the next section of the game. DRAGONS AERIE: TIP: Combat in this section is very tough. Before you enter any room where there are dragons, stop before the door and cast Bless, Haste, and Prayer then proceed to the battle. You are guaranteed to lose at least half your party right at the entrance to the Aerie. There is a portal deep inside where you have to go. But first, you must find the 4 keys to open the portal to get to Thorn's Cave. Thorne is a Red Dragon and one of Bane's Lieutenants who holds the Horn of Doom. This Horn controls the storms that are battering the Realms. To get to the Aerie. leave the Steading at Dragonhorn Gap to the outdoor map and turn North to the Crater of Verdigris. Turn West to the Dragons Aerie. Don't bother with encamping and trying to cast Bless, Prayer and Haste before entering the Aerie. Their effects are all gone before you get there (remember, this is the outdoor map. Distances and times are longer). When you enter the Aerie, you will face 3 Black Dragons, 3 Green Dragons, 1 Blue Dragon, and 1 White Dragon. After you enter, everyone is terrified, but you have the first move. Have your Cleric retreat to the room to the South East 2 steps behind the wall. Have your Mage retreat to the room to the South West one step behind the wall and cast Fireballs from that position. Everyone else is to charge the Dragons and distract them while the mage Fireballs the dragons from his position of safety and the Cleric bandages downed fighters from his position of safety. The fighter you equipped with the rings is resistant to the Cold from the White Dragon and the Lightning Bolts from the Blue Dragon. Have him and the rest of the fighters work on the green dragons that breathe deadly gas. All this time, the mage continues to cast fireballs and when he runs out, cast Ice Storms, then Magic Missiles. When (not If) the dragons get past the fighters, have the Cleric cast Blade Barriers on the dragons near or at the entrance to his room. When the fighting is done, go North toward 2 doors, then turn West into 1 of the safe rooms where you can Rest. Leave the room and turn North through 2 sets of double doors where there will be dragons fighting. Don't look for trouble here, you will find enough later. Just watch the fight and when it is done, you will be left alone in the central hall. Go West through the left door and follow the wall on your right through an arch and 5 doors to fight 5 Blue Dragons in a split attack. Tip: When the battle is joined, have the fighters attack the 3 Blue Dragons to the South East. Have the Mage and Cleric move North West away from the dragons and have the Mage cast Fireballs on the 3 Blue Dragons. When the fights done (and if you survive, this is the toughest fight after the entrance), take the treasure which contains a Mace +4, Scimitar +4, Crossbow Bolts +2, and a Hammer +2. Take the Steel Key. A safe room to rest is located at (map 1,12). Leave the room and turn North through 3 doors, 1 arch and 1 door. This leads to the central hall where you watched the dragons battle. Every time I played this section I was attacked by random dragons. When the fighting is done, move East through the right hand door, through 1 arch and turn South. Before you go through the next arch, turn East and walk into the wall where there is a secret room where you can rest safely. Leave the room and turn South through the arch, then follow the wall on your right and go through a secret door (map 13,11) and turn South. There is a door that sticks out into the hall. You can enter here and LOOK or SEARCH for random treasure (remember to turn off SEARCH when you leave the room). Turn South and follow the wall on your right until you reach a door. Stop, Save the game, and cast Haste, Bless and Prayer. Enter the room and fight 4 Green Dragons. They will be located across the large room. Have your fighters go halfway across the room, stop and Guard. Have your Mage can cast Fireballs until the dragons charge your fighters. Then carefully cast more fireballs and Ice Storms until the fight is over. The treasure includes a Cloak of Protection +2, and a Flail +4. Take the Copper Key. Return to the Secret room (map 12,9) to Rest, Fix and Save the game. Leave the secret room and go North West through the arch and stop at the door. Cast Haste, Bless and Prayer then step into the hall where you are attacked by 2 White Dragons, 2 Green Dragons and 2 Black Dragons. After the fight, turn around and go through the left hand door. Follow the hallway until you are attacked by 8 Zhentil Mages. Follow the hallway and turn West through an arch and go through the South Facing Door where you can Rest, Fix, and Save the game. Leave the room and go North then West through 3 doors to fight 6 Black Dragons. Tip: Have your Mage and Cleric retreat East for safety and have the fighters charge the dragons while the Mage casts Fireballs. After the fight, treasure includes a Mace +4, and a Cloak of Protection +2. Take the Iron Key. Leave the room and backtrack 3 doors and go though the 4th door to rest. When done, turn East through the arch and follow the hallway and back into the central hall. Whenever I entered the central hall, I was always attacked by 2 or 3 dragons of different types. When the fight is ended, go West across the central hall through the right door, through an arch and turn North, through the second door and follow the hall though another door into a safe room. Go through the West door, through the arch to face 2 White Dragons. After the fight, you can return to the safe room to rest, then turn East through a door to fight 4 White Dragons. The treasure includes Wand of Ice Storm and a Longsword +4. Take the Silver Key. You now have the 4 keys needed to open the portal. Return to the safe room to Rest, Fix and Save the game then backtrack to the central hall. Turn North through either door. Turn East and see 2 doors. You can rest through the left door then go through the right door to fight 6 Giant snakes which is the path to the teleporter. After the fight with the snakes, take the North East door to a chamber. Turn North and use the right hand door and use the 4 keys. When you enter this room, you will fight a Dracolitch (a magically animated dead dragon of very high hit points that uses claws and teeth for weapons) and Modthryth, a high level Wizard, whom you've seen now and again in your travels in the Aerie. Use one of your fighters to attack Modthryth because he is resistant to magic spells and he is a dangerous spell caster. The Dracolitch is also immune to magic spells so a direct attack is necessary on him as well. When this fight is finished, the Dragon Aerie is cleared and you can wander freely without attacks. Go through the portal and meet Elminster who will heal and train the party. THORN'S CAVE: TIP: Combat in this section is very tough. Before you enter any room where there are dragons, stop before the door and cast Bless, Haste, Prayer, save the game, then proceed into battle. When you go into Thorne's Cave through the portal, you will be in limbo and will meet Elminster again. He will warn you that if you try to take your weapons through the other side of the portal, your equipment will be destroyed. This is true. You will be offered the chance to leave your weapons in storage before you go through the other side of the portal. Leave ALL of them there because none will survive the passage, not even Drow Weapons. After you pass through the portal, you will face 2 Red Dragons bare handed. Have the Fighters charge the dragons to keep them at a distance from your spell casters. Move the Cleric behind the wall far away from the dragons and their fireball attack. Move the mage slightly behind the wall but still be visible enough to cast fireballs at the dragons. There are only 2 places where you can rest safely in thorn's cave and none are nearby. After the fight, go back through the portal to have Elminster revive the party, then return to Thorn's cave. Go through 2 doors to an intersection and turn West and go through a door where you will find several weapons and armor. Leave the room and go East where you will meet a thief named Raizel. Free the prisoners and she joins the party but ignore her requests to find treasure. Continue East then South through 2 doors to fight 1 Red Dragon. The dragon is guarding a treasure of weapons and armor. Go North to (map 14,7) turn West, then South through 1 door, then West to (map 11,9) a door. There is a light glowing inside. You can rest safely here. Leave the room, turn North through 2 doors, then turn West to a secret door (map 11,5). Go through the next door and meet an old man who gives you a treasure of a Trident and Helm. Go through the South then West door. Go North West through a door and follow the wall to a secret door (map 6,1). Through the secret door are 2 Red Dragons and 2 Green Dragons. After the fight go West to (map 2,2) and go through the West door to Rest, Fix, and Save the game. Exit the room and turn South through the door to 2 East facing doors where there are 3 Red Dragons. Keep the Cleric clear, the Mage is to back away and cast fireballs. After the fight, don't go South through the 2 doors yet. That is where Thorn is. Return to the safe room at (map 2,2). Return to the 2 South doors. This is a very tough fight against 6 Red Dragons and Thorn who is a Giant Red Dragon and is immune to magic spells. Tip: You need 1 survivor to clear this section. After several attempts, I have found the best strategy is to have 2 fighters go 1 on 1 with the 2 dragons to the West and have the rest go South East with 2 fighters engaging Thorn. Have the cleric move in to cast Blade Barrier on as many dragons as possible but stay as far away from the dragons as possible. Have the mage cast fireballs on the 4 dragons to the South West. If the Cleric survives his attacks with the Blade Barrier, move around and cast Healing spells on the remaining fighters. After the fight, Thorn's treasure is gold, gems, and jewelry and there are no more attacks by dragons. Return to the portal where everyone who needs it can be resurrected and healed by Elminster. Your accumulated weapons and armor from Thorns cave will disappear when you return through the portal so make sure that you pick up your equipment from storage before you return to the Dragons Aerie, not the realms. Pass through the Aerie and back to the Inn in the Steading at Dragonhorn Gap to Rest, Fix, Train characters that need it and Save the game. ZHENTIL KEEP: Leave the Steading at Dragonhorn Gap and go South West to Zhentil Keep. There is little to do here, but it is the entrance to Manshoon's Tower. On arrival, bluff to avoid a fight, and go North then East then South to an Inn. You can rest safely here if you didn't start a fight along the way. By now, all of your party should be getting old. Haste ages the party by 1 year every time it is cast. Go to the magic shop you passed on the way to the Inn. You will find many magic items including Elixir of Youth. You should be carrying a lot of gold, gems, and jewelry. Use some of it to buy some the Elixirs and bring the party back to under 25 years old. There is a Training Hall at (map 3,3) and they will not train anyone unless you bribe the clerk with 10 gems. At (map 7,0) is the entrance to Manshoon's Tower. MANSHOON'S TOWER: The tower has 5 levels. Enter through the front double doors (map 7,0). After you pass through the next door, there will be a door on the right. This is where you can safely Rest after a fight. Follow the hall and you will face 7 Banite Clerics and 5 Earth Elementals who want to question you. You can't answer their questions correctly so just fight. Through the next set of doors are 10 Litches who want to examine you. Again, select fight and after the Litches turn into 10 Minions of Bane cast Ice Storms, fireballs do not work. Around the corner and through a door are 2 Red Mages, 2 Zhentil Mages, 5 Rogues, and 2 Zhentil Warriors who want to tax you. Attack the spell casters with magic and arrows. after the fight go down the hall to a door that leads to the courtyard. If you turn East into the courtyard, you will fight 8 Zhentil Warriors, 2 Evil Champions, 2 Red Mages and 2 Swordsmen. If you turn West, follow the walls to the back door of the tower. Go through 2 doors where you see a wall of gray gates. Turn East through another wall of gray gates then turn North and follow the hall to a North door. Follow the corridor around to a purple door that goes to the 2nd level. Turn North through a door to fight 7 Rogues, 2 Zhentil Mages, and 2 Banite Clerics. Through the South door is a fight with 2 Evil Champions, 3 Zhentil Mages, 3 Evil Knights, and 6 Zhentil Warriors. Go through the next North door and follow the hall around to a purple door and go up to level 3, turn West through a door then go to the North door where you should rest, cast Bless, Prayer, and Haste, save the game, then go through the North door to fight 4 Black Dragon, 4 Green Dragons, and 1 Red Dragon. After this fight, you should prepare as you did before the fight with the dragons and go North through the gate where you fight 2 Fire Giants, 2 Salamanders, 3 Ettins, and 1 Beholder. The Beholder is a dangerous ball shaped creature that casts multiple spells per turn, is immune to all spells, and can cast spells despite being hit by direct attacks. You should have your fighters move to and attack the Beholder as soon a possible to kill him first before he can cast spells. After the fight, go through either the West or East door then go through the North door and follow the hallway until you get a warning from Manshoon about his Gelt. The Gelt is a creature whose gaze causes great harm to the party and no-one is immune to it. As you turn toward the Gelt (but do not take the first step), Encamp, rest and cast Invisibility (level 2 Mage spell) on all characters. If you do not have the spell in your spell book, cast Stinking Clouds until you run out and memorize Invisibility. If you don't have enough for all characters, rest again and cast Invisibility on the rest of the party (Invisibility spell lasts a long time). When everyone is invisible, proceed past the Gelt to the purple door to level 5. Go through the gray gate where you see a Necklace (of magic missiles) on a table. Take it. Even if you don't take the necklace, the results are the same. When you take the Necklace, a spell activates and you are trapped in a Crystal Walls spell with no escape. Attempt to move into the walls for 4 steps and Manshoon appears. He intends to conjure a monster inside the Crystal Walls with you. When the spell is finished, an old woman (who is really a Harpy) appears and she is very upset because Manshoon does not know her name. She offers one of your party to be transported outside the Crystal Walls to attack Manshoon. When one of the party is transported, the spell is broken and Manshoon panics when the Harpy goes after him. The roof starts to collapse and starts to damage the party. Don't bother trying to follow Manshoon through the next door because he has sealed the transporter after he went through it and there is no treasure here. Retreat from the tower to keep party damage to a minimum. This completes Manshoons Tower. MANSHOON'S DUNGEON (Path to Silk and the Drow Caves) TIP: Combat in this section is tough because the Drow are resistant to spellcasting. Before you enter any room where there is a fight with the Drow, stop before the door or arch and cast Bless, Haste, Prayer, save the game, then proceed into battle. There a couple of ways to get to the dungeon but this is the fastest. Go through the double doors and proceed as if you are going to Manshoons tower. After leaving the hallway, turn East then North through the double gates, turn West through the gray gates, keeping the wall on your left, then descend into the depths. Turn South then East through a door and sneak by the Wagon. Turn South and follow the hallway through a South facing arch, then East to an North arch. There is a tough fight against 5 Drow Priestess, 1 Drow Sorceress, 7 Drow Priests, and 2 Drow Sorcerers through this arch. After the fight, you can take a chance to encamp, rest and save the game, but there is a chance that you will be attacked. Turn East then South through an arch, East down a ladder, South then East through an arch where you are attacked by Drow Archers who engage in a hit and run strategy. Go through the East door then turn South following the hallway around through 2 doors to an ladder down that is pulled up out of reach after you go down. Go North to the first Arch then turn East. There is a fight against 5 Drow Priestesses, 5 Drow Priests, and 2 Drow Sorcerers, and 2 Giant Spiders through this arch. After the fight, go East through a door, then turn South through an arch then down a ladder. Turn East, down another ladder, then turn North through an arch, turn East through an arch and through a door where you fight 27 Carrion Crawlers and 7 Umberhulks. After the fight, you are facing an arch and a door. The door is an area where you can rest. The arch is where Silk and the Drow Caves are located. SILK AND THE DROW CAVES: After entering the caves, turn East then North to a door at map (9,12) and go all the way in through another door where you meet Silk, a friendly Drow. She wants to free her adventuring party from the prison. She should be allowed to join your party. In this room is the only place where you can rest safely. Leave the room and turn East to the guard post where you re attacked by 2 Drow Sorceress, 2 Drow Priestess, 3 Driders, and 4 Drow Sorcerers. After the fight, go through the East door, then turn South to another door where you fight 3 Drow Sorceress, 3 Drow Priestess, and 4 Drow Sorcerers. The treasure here contains a Cloak of Protection +4 and Boots of Speed. Leave the room turn North through an arch to the prison guard post to fight 2 Drow Sorceress, 2 Drow priestess, and 4 Drow Sorcerers. After the fight, turn West through an arch and free the prisoners. Take the treasure that Silk offers. Turn North and follow the hallway to a door at Map (13,5) where there is a fight against 3 Pets of Kalistes, 2 Stone Spiders, and 4 Drow Sorcerers. After the fight, Turn South through a door and look in the 2 doors to find and take the Essence of Pure Light. Return to the room at map (9,12) to rest. Leave the room and turn South, then West to the next Guard Post where you will be waved through without a fight. Go through the door and turn South to a door. Go in and go to the closet and open a chest. Take a medallion that will be needed later. Leave the room and turn North, then East, back through the guard post then turn North to another guard post and fight 2 Drow Sorceress, 2 Drow Priestess, 3 Driders, and 4 Drow Sorcerers. Continue North and follow the room around through an East facing door to a North door. Beyond the door is a fight with 3 Drow Sorcerers, 3 Drow Priests, 1 Drow Wizard, and 1 Gaze Spider. After the fight, go West through the door at map (5,3), through a second door to 3 arches that have flashing blue sparks. To avoid damage, turn South take 1 step, turn West take 1 step through 1 arch, turn North take 1 step, turn West take 1 step through 1 arch where you are safe. Turn North through the door, cross a bridge, turn East through a door to a room with red glowing runes on the floor. Take 1 step forward and be transported. Turn West take 2 steps and be transported. Turn East and go through the door to a room with an Iron Golem. When you enter the room, the Golem is held back by the medallion taken from a chest earlier. Go through the East door and use the Essence of Pure Light on the Fountain of Fire to destroy it. Beyond the destroyed fountain is a secret door that leads to Kalistes Temple. KALISTES TEMPLE: When you enter the temple, follow the wall, keeping the wall on your left to the 3d door on the left. Inside is a barracks and a fight with 6 Drow Priests and 6 Drow Priestesses. After the fight, this is the only place in the temple you can safely rest. Leave the barracks through the South door and go to the door at map (9,11). You must enter this room to enter the final fight in the temple. Enter and listen to the Oracle. Leave the room and go North to the door at map (8,7). Through this door is the final fight. Stop and cast Bless, Prayer, Haste, Invisibility, and any other defensive spells you have available. You will fight 8 Drow Priests, 4 Drow Sorceress, 2 Pets of Kalistes, and 2 Phase Spiders. After this fight, take Drow long swords and Drow chain. You will need them later. You will be asked to destroy something. Type in: HANDS. This closes the portals to the realms. In this room, go to map (8,5) and enter the portal to Kalistes land. In Limbo, you meet Elminster the Mage. He will help you with training, healing, and weapons storage. Be sure to have your characters rest to recover the spells used in the temple. Store all your weapons except the Drow weapons and Drow Chain because equipment and weapons from the Realms will be destroyed if you try to take them. Equip your characters with the Drow items and go to Kalistes land. KALISTES LAND: A really nasty place full of spiders. There is no way to evaluate items in Kalistes land so most of the items that are listed like Long Sword (+4) is a best guess. Elminster can't evaluate anything. When you exit the portal, you will be greeted by Cynthia. She is Silks sister who has been changed by Kalistes. When she asks if you had help in the Temple, respond with: SILK. To help you, she asks for 3 Favors, do them for her. Go East, North, West, South, East to map (6,1) to the Cave of Fireflies and take the spiders. Leave the cave and go South to the door where spiders are dragging something up a wall. Stop them and fight 10 Giant Spiders, 2 Enormous Spiders, and 3 Phase Spiders. The prize is a Long Sword (+4, I think). Go through the door and capture Drow Warriors. Return to Cynthia at map (8,4) where she will take care of the Drow Prisoners in a way that will help you then she will ask you to kill her. Do it to keep Kalistes from discovering the deception. You should go back through the portal to limbo and have Elminister heal and train the party and rest to regain spells. When done, return to Kalistes lands. There are several places where you can go to get better weapons and armor on the way to Kalistes castle. The most important is the Drow Testing Area where you get the Ward of Safe Passage. The easiest way to get there is to leave the temple and follow the path East, then North. When the path turns East again, leave the path and go West until you see the Lava Ramparts. LAVA RAMPARTS: Enter and go through the East door, turn North and follow the wall on your left until a thief steals some of your provisions. Turn South to map (1,4) then turn East and help the thief who stole your equipment who is fighting 7 Giant Spiders, 1 Enormous Spider, and 2 Phase Spiders. After the fight, allow Dennia to return your items and join the party so she will show you where the secret entrance to the Drow Testing Grounds is located (Dennia is a non-fighter, so don't look for her in any fights you have, but she is needed to take the short route to the testing grounds). Go North and follow the wall around until a tumbleweed rolls by. Investigate the tumbleweed and find a Scale Mail (+4). Go to the door in front of you and exit the Lava Ramparts. DROW TESTING GROUNDS: Get weapons and armor first. You enter the testing grounds from the South. Turn West to a door at map (3,14). Through the door are 3 Drow Priestess, 3 Drow Priest, and 1 Drow Sorcerer. After the fight, check the treasure list for a Silver Shield (+4) and other items that are helpful. You can rest safely here. Leave the room through the East door and go East to the door at map (12,14). Inside are 3 Drow Priestess, 3 Drow Priest, and 1 Drow Sorcerer. After the fight, check the treasure list for a Silver Shield (+4) and other items that are helpful. You can rest safely here. Leave the room through the West door and go North to the door at map (12,10). There are 2 Drow Guards. Let a thief in your party creep up on them and kill them. If you go into the door, you will meet Driders who will offer cryptic secrets to the Drow Testing Grounds but you can't fight them. Leave the room and continue North following the wall to your left where you meet 2 more Drow Guards. As before, let a thief sneak up and kill them. There are more Driders inside the door if you want to deal with them like before. Continue North to map (12,1) where inside are 3 Drow Priestess, 3 Drow Priest, and 1 Drow Sorcerer. After the fight, check the treasure list for a Silver Shield (+4) and other items that are helpful. You can rest safely here. Leave the room through the West door and go West to the door at map (3,1). Inside are 3 Drow Priestess, 3 Drow Priest, and 1 Drow Sorcerer. After the fight, check the treasure list for a Silver Shield (+4) and other items that are helpful. You can rest safely here. Leave the room through the South door and proceed South to a door where there are 2 more Drow Guards. As before, let a thief sneak up and kill them. There are more Driders inside the door if you want to deal with them like before. Continue South to another door where there are 2 more Drow Guards. As before, let a thief sneak up and kill them. There are more Driders inside the door if you want to deal with them like before. You have made the full circle of the Drow Resting Grounds. Now it is time to go into the inner sanctum, and the Test itself. Proceed South, then East to map (8,14) where there is a secret door. This begins the test. You can rest safely after any test. Be sure that you check the treasure lists after each fight. There is a lot of special weapons and armor. Test 1: Strength. After you enter the secret door, turn East and step toward the wall. Have the strongest character push the wall. Test 2: Bravery. Simply walk forward. Test 3: Fight with 10 Driders. Test 4: Fight with 3 Drow Priestess, 3 Drow Priest, and 3 Drow Champions. Test 5: A Riddle. The answer is BANE. Test 6: An illusion of fire. Walk through it even though you will take damage. Test 7: Fight against 10 Driders. The tests are over. Through the next door there is a fight against 4 Drow Priests, 5 Driders, and 5 Gaze Spiders. After the fight, have each character take 1 dagger. Proceed to the next door where there is the final fight in 2 parts that you must win to get the Ward of Safe Passage to enter Kalistes Castle. The first fight is against 8 Driders, 6 Drow Priests, and 4 Giant Spiders. The second fight is against 5 Enormous Spiders and Bane's Lieutenant, Shest, who appears as a Pet of Kalistes. You also see Daris being changed into a Drider, punishment for failing Bane. After the fight, be sure to pick up the Ward of Safe Passage. Leave the Testing Grounds. Proceed back through the testing rooms and out the secret entrance. Go South then West to map (5,15) where the secret door is where you came in. KALISTES PARLOR: After you leave the testing grounds, head for the path and go North to a bridge. Cross the bridge and enter the Roadside Village near Kalistes Parlor. Go through the door and go to map (0,4) and turn East. You see Locaste trying to enter the parlor but is swarmed by spiders. Go East where the Ward of Safe Passage protects you while you enter the door to Kalistes Parlor. Depending on the condition of your party when you arrive, I suggest that you go North through the door, turn West and go to the door at map (2,14). Inside is a guard barracks where you fight 4 Drow Priestess and 4 Drow Priests. Here is the only place that you can rest safely. After this area there is no where else to rest. When you are prepared, go back through the door at map (8,11), then go to map (9,14). There is a hole here where spiders try to come out at you. After sensing the Ward of Safe Passage, it is safe to drop into the hole. This is a dangerous place where Kalistes pets run around. Go East then North to a door and exit the area. Go through the door in front of you then turn West through another door. When you come to the intersection at map (8,8), turn South and follow the hallway around until you meet 7 Driders. After the fight go North 1 step, then turn West and take 2 steps. Encamp and save the game. Beyond this area is the final battle in this section, in 2 separate attacks. TIP: The first battle is impossible at the veteran level. After you have saved the game, you should alter the level of the game to NOVICE. I have never succeeded in getting through this section of the game without going to the novice level, and despite all the defensive spells cast on my party, even the Novice level is hard. You fight 6 Drow Wizards, 5 Drow Champions, 5 Pets of Kalistes, and Kalises herself. This group casts spells like they are going out of style (especially Hold Spells) and the Pets of Kalistes are especially accurate at poisoning (and killing) characters. I have used every defensive spell in the spell book and every fighting formation possible and I still get wiped out. Try it at the Veteran level for yourself and when you have reached a level of frustration I have (many times), you will go to the Novice level if you want to get past this section. After the fight, pick up the treasure, then be ready for part 2 of the final fight. A slave walks in and demands the Crystal Ring that the party claimed after the first fight. A fight against 6 Bits of Moander, 2 Poisonous Snakes, and 1 Earth Elemental is started. It is much easier than the first fight (mostly because of the Novice level and the Haste spell that you, hopefully, cast earlier). After the fight, you can rest safely, and if you want, change the level back to the Veteran level . After you rest there is only one way out. Back track to the intersection at map (13,8) and turn North. You may be jumped by a Drow Patrol at anytime after you pass through the North door. Go generally West and through a door at map (3,2). Turn North and go up the stairs under a trap door. Go through the East door and turn North to another door where you can exit to the overland map. Follow the path back to the Ruined Temple and go to limbo and meet Elminster. This completes Kalistes Land. When you are ready to go back through limbo to the material plane, don't worry about the equipment that you accumulated in Kalistes land. It will be destroyed. Be sure to pickup your equipment in storage, rest and ready it before going back to the Realms. After you arrive South of Zhentil Keep, go to the keep and go to the Magic Shop at map (14,5). If you make frequent use of the Haste spells, your party is getting old by now. Appraise some of your gems and jewelry and buy as many Potions of Youth as needed to get your characters back to a reasonable age. After you have rested and saved the game, leave Zhentil Keep and go South to the rounded building in the South West part of the overland map. MYTH DRANNOR: The Rakshasa that you will face in battle are dangerous because, like the Drow, they are immune to magical attacks. Their only vulnerability are Blessed crossbow Bolts that kill them instantly. The Rakshasas' spell of choice is the Fireball. When you enter this area, you will be met by the Princess Nacacia, leader of the Knights of Myth Drannor. Allow her to join the party because she is a good fighter being Thief/Ranger and she will bring additional Knights who will also fight with the party. at various times. After she give the party some magical archery equipment, enter Myth Drannor. Turn South-West through an arch at map (13,7) and stop at a tunnel entrance at map (14,9), turn on the Search mode and enter the tunnel. You will find magical archery equipment. Turn off the search mode and leave the room through the tunnel and continue East to a door at map (8,10). Through this door is 1 of 3 places where you can rest safely. When you have rested and saved the game, leave the room and go West through a tunnel where you will fight 6 Specters. Use TURN to get rid of them quickly. After the fight take the treasure from the long dead Elf which contains magical archery supplies and a Girdle of Giant Strength. Leave the room and go South to a door at map (3,13). Through this door is a difficult fight against 10 Banite Clerics and 7 Rakshasa. After the fight, leave the room the way you came and turn East to a door at map (6,14) where you can rest safely in the room. Return to the room at map (3,13) ant go generally North through a tunnel at map (0,7). Turn East and go through another tunnel where you will meet a Knight. If you select detect magic, the Knight is revealed as a Rakshasa who gives information. If not, you can approach and fight the single Rakshasa. Turn North and either have a thief climb over the door or have the strongest character bash down the door. follow the hallway around to a door at map (0,4) where you can rest and save the game. Return to the door at map (0,5), stop and cast your defensive spells. When you enter the room, smash the globes and fight a difficult battle against 7 Rakshasa, 3 Rakshasa Rukh, 2 Rakshasa Rajah, and 1 Rakshasa Mah. This fight completes Myth Drannor. When you leave, Nacacia will reward you with a treasure. Return to the Hill Giant Steading to train those who are ready and Identify your equipment. TOWER OF MARCUS: Located South East of Zhentil Keep. Resting in closets is generally safe. You can be attacked at any time by a variety of evil characters, so it is a good idea to use the closets frequently. When you get to levels 9 through 11, follow the directions carefully. Fail to get all the encounters completed up there will result in confusion because you cannot leave the tower unless all encounters are completed. Enter the tower and turn North West to the Main Gate Portico where you are jumped by 8 Enormous Spiders, 5 Electric Spiders, 12 Giant Spiders, 2 Banite Clerics. After the fight, enter the door and go East through an arch and turn South to a door where there is a closet where you can rest. You are met by Warriors from Phlan who tell you that they are looking for Shal, a warrior who is imprisoned in the tower. Leave the closet, turn North through the arch, turn West to stairs down. When you are at level 0, turn North to the intersection at map (12,10), turn East to the intersection and a door at map (12,10). Inside you will fight 8 Swordsmen, 2 Evil Knights, 2 Margoyles, and 1 Banite Cleric. After the fight, turn West to map (10,9) where you release Shal. She will join and fight for the party and if you have extra weapons, give them to her. Keep Shal alive during the climb up the tower. She is a good fighter but she is needed up in the tower to get through the Wizards Gate. When you leave the room you will fight 8 Swordsmen, 4 Evil Knights and 2 Banite Clerics. After the fight, return to map (9,0) and go upstairs to level 1. After you arrive at level 1, go straight to the stairs to level 2. On arrival, follow the wall on your right around to a door at map (9,2) then through the arch to the stairs to level 3. Follow the corridor through a door to 2 arches. Go East to 2 more arches where you meet a Drow patrol who do not attack. You can talk to them and avoid a fight if you do not tell them about Shal. Turn North then West to map (2,4) and go up to level 4. After arrival, follow the wall on your right until you go through a door. Turn North to the outline of a door and go through it. Follow the corridor until you see a door at map (6,0). Go through the door and follow the corridor until you go up to level 5. After arrival, follow the wall, keeping it on your right through 5 arches until you go through a door at map (10,6). Follow the corridor until you go up to level 6. After arrival, follow the wall keeping it on your right, through 7 arches to map (8,2). Turn East through the arch then South through a door. Follow the corridor until you get into a 2 part fight. First you fight 2 Bits of Moander and 1 Red Moander. Next you have to fight 6 Moander Cultists and 4 Rogues. Follow the corridor North to the stairs up to level 7. After arrival, follow the wall, keeping it on your right, until you get to a door at map (6,6). Inside is a closet where you can rest. Keep following the wall until you get to an arch at map (0,7). Through the arch is a fight, sometimes. Each time I went through there was someone different to fight, or nobody to fight. Turn South, then West through a door and follow the corridor to map (6,9). You hear wizards coming from both directions. You have a choice here, taunt and duck into a closet, or taunt and fight 2 separate battles. You can taunt them and move into the closet and wait. There will be a magical battle outside. When you step out of the closet, blasted bodies will be everywhere. If you taunt and fight, you will first face 4 Black Mages, 1 Banite Cleric, and 5 Evil Knights. As soon a that fight is over, you turn to fight 6 Red Mages, 4 F.K. Assassins, and 1 Master Thief. After the fight, you can go into the closet and rest. When you leave the closet, turn East until you see Otyughs diving through the arches. Keep the wall on your right and turn North at the corner and continue until you go up to level 8 at map (11,5). As soon as you step out of the stairs, stop and cast defensive spells to face the Otyugh army consisting of 16 Otyughs, 2 Neo- Otyughs, 2 Greater Otyughs, and 2 Dark Lords. After the fight go East to map (13,11) and rest in the closet. Turn South through a double arch to fight 8 Swordsmen, 4 Evil Knights, and 2 Banite Clerics. After the fight, you can return to the closet to heal or go West through the arch to a door. Sometimes there is a fight against different characters here, sometimes there is not. Go through the door and turn North through an arch and turn West 2 steps. Turn South to a skull door. Enter, open the coffins and find treasure containing a shield +4 and a Helm +4. There is other treasures but since the party is so heavily armored already, these 2 treasures are the only items that will help. Go through the door at map (5,14) and follow the arches around to map (3,12). Here you have a choice. You can enter the arch and fight 4 Moander Cultists, 6 Great Margoyles, 3 Evil Champions and 2 Red Mages -- or -- you can answer no to entry and Shal can bluff past the guards and get you to the Wizards Gate that leads to level 9. When you get through the Wizards Gate, there is no going back and there is no mapping. There are 3 levels to the upper tower. From the Wizards Gate, follow the wall on your right through 9 arches. Turn East through 2 arches to a Skull Shrine. Cut down the people and fight 4 Moander Cultists, 2 Swordsmen, 2 Walking Trees, and 1 Bit of Moander. Turn West and go up to level 10. After arrival, turn South, take 1 step then turn East to the corner where you should wait and listen. Remember the code word. Turn North through the Arch and fight 2 Red Mages. Turn East to a door and rap on it. Say the code word and step aside while 2 covens of Mages blast each other. When they are done, take the treasure (the mage scroll is the only useful item). If needed go through the door and rest. Leave the room and turn North through the arch and follow the hall through 2 doors then turn South. Go through the first arch and follow the line of doors on your right to an arch. where you fight 4 Black Mages, 2 Bits of Moander, and 2 Banite Clerics. After the fight, go to the corner where there are 2 Skull Shrines and get the treasure (the Boots of Speed is the only useful item). Go through the East arch where you fight 7 Black Mages, 3 Earth Elementals, 2 Evil Champions, and 2 Dark Lords. After the fight, turn South and follow the hall to a closet to rest. After resting follow the hall to the first arch on your right. Turn East through the 2d arch and turn South following the hall to the stairs up to level 11. On arrival, turn North, then East to a Manufactory of Moander (this is 1 of 3 Manufactory's) to fight 3 Black Mages, and 2 Bits of Moander. Leave the room through the East door and turn North through the arch to fight a 2 part battle, first against 10 Moander Cultists and 1 Banite Cleric. The second fight is against 3 Bits of Moander. After the fight, turn South then East through a door then to an arch. Turn South through the arch where on the right is a closet to rest in. Turn (or go) East to another Manufactory of Moander where you fight 5 Bits of Moander. Turn North through a door to the Temple of Transformation but do not go through any arches. Turn West, following the wall on your left, then turn North and go through a West facing door. Go straight to another Manufactory of Moander where you fight a split attack against 2 Red Wizards, 2 Bits of Moander and 1 Banite Cleric. After the fight leave the room and turn North, then West following the wall on your right to a corner. Turn South and go through either one of 2 doors and look for 2 arches. Do not go through the arches yet. Stop and cast Defensive spells including Haste in preparation against 4 separate battles. First is against 5 Specters and 1 Banshee, use turn to eliminate them quickly. Second battle is a split attack against 4 Minions of Bane, 2 Banite Clerics, 1 Moander Cultist, and 1 Bit of Moander. Third battle is a split attack against 4 Evil Champions, 3 F.K. Assassins, 2 Red Mages, 1 Banite Cleric, and 1 Moander Cultist. The fourth battle is a split attack against 3 Minions of Bane, 2 Black Mages, and Marcus himself. Don't be fooled by the number of attackers here. The Blue Minions strike against their attackers by returning half the damage done to them against the attacker as well as casting Ice Storms. Marcus has cast defensive spells that protect him from attack and he can cast offensive spells that are dangerous to the weakened party. Send 1 strong party member against him to keep him busy. After the battles, take all the treasure. You can get it identified later. Go to the corner of the room where there are 2 arches between 2 Skull altars. Turn North through a door where there is an illusionary wall in front of you. Encamp. If Shal is dead, cast resurrection on her and any other party members who have been killed. Turn East and go to the Temple of Transformation. Turn North into an alcove where there is a Skull Altar and jump into the Vessel of Moander where you met Elminster. Take the sword from Shal (it is a Vorpal Long Sword. This is a hard hitting blade that has the ability to behead a character in one swing. However, It doesn't behead an enemy character every the time). Rest, Fix, have Elminster train the party, find out if any party members have received new spells. Then select move on, go down the rope, and return to Zhentil Keep to have your equipment identified. Among the equipment you will find a Ring of Protection +3, a Cloak of Displacement, Bracers +2, and a Ring of Wizardry. Give the Ring of Wizardry to the Mage. You may have to un-ready a ring already on the Mage (which drops his protection to lower level) then ready the Ring of Wizardry. Have the mage memorize spells. You will find that he can memorize more level 5 spells than before. When you have finished with Zhentil Keep, return to the Tower Of Marcus where you will be jumped by Warriors from Phlan. They ask if you will meet with their leader. On the way, you will be attacked by 14 Black Mages and 4 White Dragons. This is a tough fight. Black Mages cast Lightning Bolts from all directions and bounce them off of walls for double hits, and the White Dragons cast bolts of ice. Try to keep the Cleric as protected as possible because he will be the one to Heal and Resurrect characters, If you have to Ring of Lightning Resistance, he should have it readied. After the fight, go East through Parkside Gate and continue East until you can't go anymore then to North to map (12,8) to the Town Hall. As you turn North you pass an Inn. You may want to rest and heal before going to the Town Hall. In the Town Hall, you meet with Sasha who gives you a mission to stop the invading attacks that are coming through the sewers. To make short work of this, leave the Town Hall and back track through Parkside Gate. You may have to fight random battles on the way after you pass through Parkside Gate. After you are through the gate, go to map (1,9) and save the family being held by 10 Black Mages. Return to the Town Hall to see if you have cleared enough of the random battles to be allowed to leave Phlan. Before you leave, you may want to make use of Ohlo's Mystical Devices just West of Parkside Gate at map (14,12) that has Wands of Magic Missiles and Mage and Cleric Scrolls. When you are ready to leave, go West to the main gate. MOANDER: Tanetal, one of Bane's lieutenants, has taken up residence in Moanders heart. Your party must root him out. To defeat Bane's minions is to defeat Bane. There are few places you can rest safely and heal except in limbo with Elminster, in the arm wound, in the ear, and in the entrance to the heart. You can encamp anywhere and try to Fix and Rest but you take a chance of being jumped by wandering patrols. There are no shops to evaluate items in Moander so the items that are listed here like Long Sword (+3) is a best guess. Elminster can't evaluate weapons. When fighting Moander Cultists, their spells of choice is Blade Barrier and Hold Person. After leaving Phlan, leave the Tower area 1 step, then return to it and you are given the option to go up the rope or underground. Go up the rope and enter limbo to meet Elminster. Rest to be sure that your spellcasters have all available spells and train as necessary. Be sure to leave your weapons in storage except for the Vorpal Long Sword. This is the only weapon that will survive the journey to Moander. When you arrive, you will be in a pit. Exit the pit and remember this area. It is the only way in or out of Moanders dimension. When traveling over Moander, you should attack every human patrol every time. A patrol consists of a mix of Dark Lords, Banite Clerics, Red Mages and Black Mages of different numbers. They have magical items at the bottom of the treasure list so look carefully. Mage Scrolls, better armor, helms, and shields are sometimes available. Take their equipment because you are practically nude when you arrive. Go North West from the pit toward Moanders big toe where you see an opening in the wall of flesh. Once you enter the opening, a force field blocks the door and you can't leave until you have finished with the encounter at the temple. Enter the opening where you will have a choice of going with 13 Moander Cultists you will have to eventually fight, or you can fight the 13 Moander Cultists at the door. If you fought them at the door, turn South and follow the hall until you meet 13 Moander Cultists in a split attack in the hall. After the fight, continue down the hall to an opening where is a temple and a fight against 9 Moander Cultists in a split attack. After the fight, continue East to a room where there is a treasure of mixed items including Boots of Speed, Shield (+2), and Helm (+2). Cast Detect Magic to get the good stuff. Leave the room and turn North and free the prisoners. Back track to the entrance and you can leave. Head for the pit and Elminster to rest and heal. When you return to Moander, turn South towards the center wound on Moanders left arm. Here you will meet Aeghwaet. He is disturbed by the monsters destroying his home. The monsters differ each time you go into an area where they are encountered. There are 4 encounters that contain a mix of Earth Elementals, Minions of Bane, Bits of Moander, and Red Mages of different numbers. You can wander around freely because there are no random encounters. After you have cleared the 4 encounters, return to the entrance and you will be met again by Aeghwaet. He is very happy and will reward the party with 2 Potions of Extra Healing, 2 Elixirs of Youth, and 2 other potions that he gives instructions for use in the heart, and he offers healing services at anytime. You can rest safely here at anytime. Leave the wound in Moanders Arm and go East to Moanders Ear. An old man lives here who is not happy with your arrival and hobbles away on his cane. Follow the hall around for your 1st of 2 encounters. Both encounters contain 4 Bits of Moander in a split attack and you can rest after each attack. When you finish the second encounter and have rested, continue following the hall around until you meet the hermit again who wants to attack you with his cane. Talk to him, but don't kill him or you will not get the goodies he has to offer, Trident (+4), Plate Mail (+2), Shield (+3), Long Sword (+3), Leather Armor, and Ring Mail. He also offers to train the party now and in the future. Leave the ear and go East to Moanders hair on the top of his head. As you approach, you hear screams coming from deep in the forest of Moanders hair. Be sure to enter the area. If you do not, you can't come back later because the encounter does not exist. Enter the area and follow the wall to the right until you get to the first corner where you are attacked by 4 Umber Hulks in a split attack. After the fight, continue along the wall to the opposite corner where you are attacked by 4 more Umber Hulks. After the fight, wander around and listen to where screams and shouting are coming from and follow them. Eventually you will save a Priestess from being pushed toward a Fire Elemental. The fight is against 9 Moander Cultists and 3 Fire Elementals. After the fight, the Priestess thanks you and gives you advice. She asks that you find the Amphora she dropped. Turn on Search Mode and look for the Amphora. When you find it, leave Moanders hair and return to the ear for healing and training. Leave the ear and head for Moanders mouth. Walk in and throw the Amphora down Moanders throat. This slows Moanders heart. When done, leave the mouth and head for the Heart located in a pit just West of Moanders fingers on his right hand. For ease of movement and visualizing the layout of the heart, turn on the AREA map. There are random encounters that consist of 10 Bits of Moander, 4 Iron Golems and 2 LG Iron Golems. You can rest and heal safely in the pit, outside the heart area. You should avoid traveling in arteries unless it is necessary because a Lub or Dub could flush you from the heart and you will get lost. When you enter the pit that is beside Moanders heart, go East, South, then East and mix the potions given to you by Aeghwaet and cut through into the heart. You will be in an artery facing North. Turn East and step out of the artery. Turn North and walk to map (1,4), turn South and go to map (1,15) and repeat this until you see The Watcher. This person will resist your presence until you convince him that you want to help. He tells you to mix the potions together to clean up and get rid of the slimers that cling to you. Its a good idea. TIP: you have to find The Watcher at strategic time and locations. This walk through takes you to each one as it is needed. If you have to find The Watcher because something is missing, he is found at the following map locations (1,8), (7,5), (9,5), (15,7), and (10,13). Don't go to these locations immediately because he is not always there. Instead, use the locations later. Go to map (1,4) and turn East to map (6,4) that is inside the artery. Turn North and follow the artery to map (11,1) and pickup the weapons making equipment. Return to map (1,4) and turn South to map (1,15). Turn East to map (11,15) then turn North to map (11,9). Pick up a mouth shaped something or other, feed it, and keep it. It will warn you about Lubs and Dubs that can wash you out of the heart. Go to map (4,5) where you see a magical metal arrow. Use the weapons making tools to make 4 weapons of different types. Make only 4 weapons because the spear begins to glow and causes damage if you try to make more. Turn East, cross the artery and find The Watcher who is fighting Bits of Moander. He is upset because the heart has started beating faster and no monsters have bothered him before now. He wants you to find the Gold Cornucopia and the unguent he needs. The Cornucopia is at map (8,0). When you have it turn South 2 steps, West 2 steps into the artery, turn South 2 steps then West out of the artery. Go to map (1,9) where The Watcher will cast a spell and slow Moanders Heart again. The unguent is located at map (15,3) To get the unguent, start at map (1,12) enter the artery, turn North then West through a valve at map (4,10), turn North at the valve at map (8,10), turn East at the intersection. When you turn East, your weapons will be pulled from you by Magnetic Golems. You charge to get them back, taking damage. A battle starts against 4 Iron Golems and 4 LG Iron Golems. Continue East until you get the unguent. TIP: In a restart of the game (after I was soundly defeated in a later, random, encounter), I lost the unguent. I don't know where it went and the game did not announce that I had lost it. If The Watcher demands that you get the unguent at a later time in the game (with the phrase "get it"), simply follow the above route and you will not have to fight the Magnetic Golems again. Return the way you came and go to map (10,13) to find The Watcher (if he is not there, find him at map (15,6)). When he discovers your weapons have been magnetized, he develops a plan where you have to touch the heart walls to flush Tanetal out of his domain in one of the heart chambers where he is too well guarded and protected. When the plan is in place, leave the heart at map (2,15). Follow the hall around until you get to the entrance of the pit. Turn South to the wall. Cut through (mixing potions if necessary). Turn on the Area Map. You should be facing South above 2 large squares. Go South until you "squeeze under a valve" and you are offered the chance to shock the heart walls. Do it and you will be flushed from the heart with Tanetal and his guards. In the confusion, Tanetal disappears and you are located at map (9,0). Go South to map (9,5) and find The Watcher who gives more instructions to help find Tanetal. Find him at map (16,4). When he runs, follow him South (move slowly because The Watcher will shout directions). When you are offered to shock the heart walls again at map (2,15), do it and you will be flushed into a heart chamber with Tanetal. Walk around until you find him and The Watcher. The Watcher will be killed by Tanetal and a battle begins against 5 Moander Cultists, 4 Bits of Moander, 1 LG Iron Golem, and Tanetal himself. This may not seem like a lot to fight considering the survival of harder battles earlier, but the Moander Cultists are highly proficient with their Hold and Blade Barrier Spells. The Bits of Moander seem to be more able to poison and turn to stone party members. After the fight, leave the heart and return to limbo and meet Elminster. After his victory speech, rest. train, pickup your weapons and return to the realms. THE BLACK CITY OF MULMASTER: From the remains of the Tower of Marcus, go East to the purple castle. There are 2 mini adventures on the way but they are more of annoyances than anything else. Enter Mulmaster and just walk in to avoid a fight with the guards. At map (5,3) is the entrance to the First Justicars office. Enter and confess to crimes. You want to be sent to the arena where you will fight 2 or 3 battles against a variety, but limited number of monsters. When you have finished the arena, go with the beholder into the Cave of the Beholder. CAVE OF THE BEHOLDER: You must locate and destroy another of Bane's Lieutenants, Arcam an elder Beholder. When you enter the cave, the ladder is pulled up, leaving you trapped. If needed, go East into a closet at map (5,0) and rest. Go South to the center of 3 arches where you see many mercenaries gathered. You are questioned and you may be offered the chance to go on missions. Don't bother, attack. The first of 2 waves of mercenaries consist of 6 Dark Warriors, 4 Rogues, 15 Master Thieves. The next wave consist of 6 Margoyles, 4 Great Margoyles, 2 Iron Golems, and 1 Litch. Go South to the intersection at map (5,15). Turn West and follow the hall to map (4,15) where you are met by a messenger of Arcam. Refuse to parlay and you are attacked by 1 Red Mage and 4 Fire Elementals. Continue East to map (9,15) and turn North into the cell blocks. In one cell you find a dying woman. She gives you a Silver Shield +4 and Ring Mail. Continue South East and proceed down. At the bottom of the stairs, you will be in the Hall of Death where you are attacked by 6 Giant Skeletons, 4 Giant Zombies, and 4 Specters. Continue South toward an exit where you are ambushed by 6 Giant Skeletons, 6 Giant Zombies, and 6 Specters. Through the exit door is the Labyrinth. If you remember the sergeants chant (Journal Entry 46): After entry, turn left take 1 step, turn right take 3 steps, turn left (no step), turn left again and exit the labyrinth. When you enter this area from the Labyrinth, there is a closet to the East where you can rest. Go North through the first arch to fight 3 Medusa, 2 Ettins, 2 Margoyles, and 1 Beholder. Continue North through 2 arches to fight Organized Resistance consisting of 4 Medusa, 1 Banite Clerics, and 1 Beholder. To the North is a closet where you can rest. Continue North through 2 arches to fight more Organized Resistance consisting of 4 Specters, 2 Vampire Thieves, and 1 Beholder. After the fight, turn West where you see 2 doors through 2 arches. Through the door at map (12,15) is Arcam's treasure, Potion of Healing, Eyes of Charming, Scimitar (+3), and a Cloak of Displacement. Go to map (12,9) to fight 1 Death Tyrant and Arcam. Go West through arch into the next area. Turn North to map (7,11) then turn East and approach the Dragon Sentinel. You will be attacked by 4 White Dragons, 3 Blue Dragons, and 1 Red Dragon. Do not attempt to go around the Sentinel near the walls because you will be attacked anyway and the Blue Dragons will be able to bounce lightning bolts off the walls for double hits. After the fight, continue East to 2 arches where there is a door where you can rest. Continuing East there is a Spider Sentinel where you are attacked by 8 Pyro Snakes, 7 Phase Spiders, 6 Enormous Spiders, and 2 Pets of Kalistes. After the fight, continue East to 2 arches where there is a door where you can rest. Continuing East there is a Giant Black Hand stretching from the wall. Your approach triggers an attack by 6 Walking Trees and 2 Bits of Moander. After this fight, the Pool of Darkness is open to you. POOL OF DARKNESS: When you enter the Pool you are met by Elminster who will offer healing and a safe resting place. Leave your items in storage before you go to Bane's Land. I accidentally went through with all my items and most were destroyed except for the Vorpal Long Sword and most of the protective rings, including the Ring of Wizardry. In this section of the game, save Sasha, disrupt Cordona's wedding plans and eventually kill him. Note the location of where you came in from Elminster's camp and limbo at map (13,0). You should always cast defensive spells (Haste, Bless, and Prayer) before every major battle in this section and you return to Elminster to train and heal after a major battle. When you get to Bane's Land from limbo you are attacked by 3 Drow Priestess and 1 Drow Sorceress. Drow are spell resistant and you are attacking bare handed except for the Vorpal Long Sword. After the fight, take the treasure that includes armor and weapons, a Quarterstaff +3, Cloak of Displacement, and archery supplies. Return to Elminster to rest, heal, and distribute the treasure. Return to Bane's land and exit through the South West door where you are swept up by a mob of monsters on their way to the town hall where Cardona announces his wedding plans to Sasha. After the announcement, the monsters wander off. Go North West to map (7,3) where you fight 8 Swordsmen, 2 Evil Knights, 1 Evil Champion. Treasure contains Scimitars, Helms +1, Banded Mail and Shields. Go to the door at map (7,1) and fight 7 Minions of Bane and 1 Dark Lord. Treasure is a Plate mail, Long Sword, and a Helm. Leave the rooms and go South East to map (12,7). Enter the Town Hall and fight 14 Skeletons, 6 Dark Warriors, and 6 Minions of Bane. The door at map (9,7) is the Town Treasury. You fight 5 Vampires, 3 Vampire Mages, 3 Vampire Clerics. Treasure Includes Ring of Protection +4, Bracers +4, and a Javelin of Lightning. In the same building, through the double doors near map (7,7) is Cardona preparing for his wedding. You fight a split attack against 14 Wights and 6 Bane Minions. After the fight, leave this building and go to map (7,13) where you fight 4 Drow Priestess, 2 Drow Sorcerers, and 1 Drow Wizard. Treasure includes A cloak of Protection +4, A Scimitar +3, and Plate Mail +3. When asked what to do with the Gown, Burn it. You gain many experience points, most of my characters were able to advance to the next level. It's time to disrupt Cordona's wedding. Go to the Wedding Hall at map (2,2). Enter and fight 4 Banite Clerics, 4 Dark Lords, 2 Bane's Minions, and Cordona. Sasha thanks you and gives you 2 Rings of Protection +2. It is time to prepare to enter the Palace of Gothmenes. Go through the door at map (0,4) and step toward the Iron Wall. You will be met by Gothmenes who threatens you and 16 Minions of Bane attack you. After this fight, blow the Horn of Doom 6 times. Go through the crack in the wall to the Gothmenes Palace. GOTHMENES PALACE: While you are in Limbo, rearrange your spells so you have Haste, Fireball, Bless, Prayer, Enlarge, Strength, and Globe of Invulnerability. There is no mapping available in the palace, so remember where you have been so you can return to key points. After you arrive through the crack in the wall, there appears to be no exit except where you came in. Go to the North East or South West corner and LOOK. Distribute the 3 items listed and wear the ring. When you are asked to distribute 3 items give the ring to your weakest fighter type character (I gave mine to my thief) and have him wear it. It will become important later on. Go either South or East through a secret door and follow it around. You will be met by Sasha and warriors from Phlan (or so it seems). Sasha wants you to tell her where Elminster is. Refuse to tell her. She and the warriors turn into 7 Rakshash Rajah and 2 Rakshash Mah. Despite the small number of attackers, this is a tough fight because the Rakshash are immune to magic and your hits do only 4-7 hit points of damage to the Rakshash. After this fight, return to limbo to rest and heal. You could go to the inn at map (12,11) in Dark Phlan, but you could not get training if you needed it. Return to spot where you fought the Rakshash and head East toward a door and stop. Cast your defensive spells, go through the door where 19 Minions of Bane and 5 Pets of Kalistes wait for you to do something. LOOK and use the Talisman of Bane. The monsters will recoil and be fearful and you can attack for 2 rounds without a response from the Minions of Bane. If you decide to go through the South door, you will face 5 Dracolitches, 4 Black Dragons, 4 Red Dragons, and 1 Blue Dragons. To weaken this bunch, blow the Horn of Doom. The preferred route is East. After the fight, you can go North to a door where 4 Beholders, 8 Margoyles, and 4 Greater Margoyles wait for you. You can rest here but it is not completely safe. Head South to a door and follow the hall to an arch. Once you go through this arch, you cannot leave (endless numbers monsters will fight you). You are met by Elminster (or so it seems). Decline his request to accompany you and if he asks if he should return to Limbo, answer no. Turn East and you hear the plans of Gothmenes and he winds the Tantalus Clock. Continue East and follow the wall on your right around to the South then to a West facing arch (the clock ticks every 2 steps). Go through the arch and go North West to the Pool of Death. Have the character who is wearing the Crystal Ring reach into the Pool and get the Crystal of Bane. TIP: From this point, what follows is the only way that I have found to win this game. There are 3 major battles that must be fought, no resting in between, and the first fight is the toughest. 1st Battle: Turn East and head for a wall. Encamp and save the game, don't use any spells yet. (Re-enter the game and take 1 step. Encamp and save the game again. Repeat this step until you are "summoned" by Gothmenes.). Use the Crystal Ring to stop the creatures coming from the pool, (the character will be badly damaged and have between 2-22 hit points left) and the fight begins against 10 Minions of Bane, 9 Pets of Kalistes, 4 Bits of Moander, and 6 Dracolitches. After your party has been wiped out, re-load the game. Encamp and change the game level to NOVICE. Cast Haste, Bless, Prayer, Enlarge (on your best fighter), Strength (on your best fighter), Globe of Invulnerability on the Mage. Take the last step and fight again. Use the Crystal and your character will be damaged (it is unavoidable). When the fight begins, have all characters run to the North West and go through the opening and line up along the wall toward the East. Have your best fighter station himself on the East side of the opening (he's the door stop). Have the Mage take 2 steps North West through the opening, stand there, and cast spells (Globe of Invulnerability protects him from Lightning Bolts). When the Mage has his turn, have him use Aim and Manual to find the greatest concentration of Blue Minions of Bane and Pets of Kalistes and cast a Delayed Blast Fireball on them (they cast deadly Bolts of Lightning, as do the Dracolitches). They will die on the spot and the nearby Pets of Kalistes will either be damaged or killed. Have the Cleric cast Heal on the damaged character that has the Crystal Ring and them move the Cleric behind the Fighter by the door and cast healing spells on him as necessary. Let the Mage do the fighting with magic (Ice Storms damages all enemy characters) and when an enemy character tries to come through the door, the door stop takes care of him. After the fight and all enemy characters have been destroyed, continue the battle. Gather all characters around the Mage, Cleric and any unconscious characters. Cast Healing spells on damaged characters (you cannot resurrect dead characters), cast dispel magic because the Pets of Kalistes cast a number of spells that will resist your efforts at healing and speed. Continue the battle as many times as necessary until all characters have been healed. Then cast Bless, Prayer, (Fire Shield, Strength, and Enlarge on your fighters), Globe of Invulnerability on the Mage, and in a last continuation of the battle, cast Haste. When this is done, on the 2d Battle 2d Battle: This is against 4 Beholders, 2 Death Tyrants, and Xoham the Elder Beholder. Have the fighters charge in any direction and hit all enemy characters as fast and hard as possible, especially Xoham. Spells against this group are useless because they are Spell Resistant. When the fighting is completed, as before, continue the battle. Gather all characters around any unconscious characters. Cast Healing spells on damaged characters and continue the battle as many times as necessary until all characters have been healed. Then cast Bless, Prayer, (Fire Shield, Strength, and Enlarge on your fighters), Globe of Invulnerability on the Mage, and in a last continuation of the battle, cast Haste. 3d Battle: This is it, the final fight. To win, you need only 1 character to survive. It's tough because Bane protects his Lieutenant by not allowing your party to cast spells (the spells you cast prior to the battle are in full effect). You fight 7 Blue Minions of Bane, 2 Green Dragons, 2 Bits of Moander, and Gothmenes himself. Have everyone charge West and take out the Green Dragon, and the 2 Blue Minions of Bane as fast as possible. Then have everyone head south along the wall and have your best fighters stand by the opening to attack anything that tries to come around. An archer can help against the Blue Minions of Bane if he is stationed behind the fighters. After you have won, the finale begins. When you find yourself back in the restored Phlan, go to East Phlan (Phlan has 2 parts) and see Elminster in the library at map (9,8), located in the Town Hall. He will make a speech about what happened. If you follow Elminsters advice, go to the Docks located North of the Town Hall. There are 2 ships there. One is old and this is The Challenge Ship. The other is a fine ship and will take you home, ending the game. Go to the Hold and you will find the Weapons, Armor, and Supplies you left behind in Elminster's storage before you went to limbo to defeat Gothmenes. A comparison of what you are wearing and what is in the hold will allow your characters to have an Armor Class over -10. Before taking The Challenge Ship, go to Ohol's Mystic Devices in West Phlan at map (14,12) and pickup as many Potions of Extra Healing as you can carry. Return to the docks and take The Challenge Ship. THE CHALLENGE: The Challenge is impossible. After several weeks of dedicated attempts, I could not defeat it. My efforts to defeat The Challenge continue. After looking at the hit points of the various enemy characters, the game is set on Champion Level and you can't change it. In one area, you lose the magical properties of your weapons. In another area, your spell casters lose the ability to cast spells (but the Mage and Cleric can still use Scrolls and Wands). You are drained by Vampires and Specters and cannot cast Restoration to bring them back. There's no where to rest except when you get the "R", what ever that is and I have yet to find it. Beholders are invulnerable to spells of any kind and there are too many to fight in your battle weakened condition, if you can get to them at all. If you defeat The Challenge, send me the walk through. I will add your success to this Pool of Darkness walk through and credit You for the effort. Good Luck on The Challenge. Ken Hart