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Location: Games » Pool of Radiance: RoMD » Walkthroughs & Guides
You've defeated
hordes of undead, searched high and low for the dreadsword daemonic, and
talked to countless ghostly remnants of the once-proud people of Myth
Drannor to aid you in your ultimate goal . . . all the while patting the
trusty map cases at your side and thanking the gods for your luck in discovering
them. In Pool of Radiance: Ruins of Myth Drannor, heroics are largely
determined by your ability to navigate catacombs, dungeons, and overgrown
terrain as you seek the next band of evil minions to slay or glorious
treasure to unearth.
The
game features a three-quarters isometric view of the Forgotten Realms
city of Myth Drannor. Quests take players to diverse environments, from
the overgrown gardens in the northern portion of the city, to the swamp-infested
eastern reaches, to the crumbling steps near the Hall of Wizards. Players
soon realize the importance of the in-game map, which allows them to see
where they have already traveled and where they still need to go. Each
level of the game has its own map, which includes interiors (like the
Hall of Wizards and the dwarven stronghold known as the House of Gems),
underground complexes (such as the elven catacombs, lizardfolk tunnels,
and subterranean reaches under Castle Cormanthor), and, of course, the
aboveground map of Myth Drannor. Players can freely change between the
overland map and specific maps for areas they are presently in.
Perhaps
the best feature of this steering device is the ability to annotate
the map: Players can "flag" areas of the map with text notes to remind
themselves about locked doors, traps, creatures, and so on. With more
than 15 individual maps and 8 large aboveground zones on the main map,
the ability to keep notes proves a blessing. A variety of forces are
at work in Myth Drannor -- scores of orog, lizardfolk, cult soldiers,
drow, and gargoyles, all of whom have set up strongholds in certain
locales. However, borders in a finite amount of space sometimes bleed
into each other, and players might experience instances where bloody
feuds have broken out amongst the denizens of this dark place. One side
could ask for their assistance over the other in exchange for rewards
or safe passage through dangerous areas of the game. Noting what types
of creatures seem to gravitate toward certain areas could prove a useful
tactic in developing battle strategies or making choices in dialogues.
In
their travels, player characters also happen across notes, journal
entries, marching orders, and other missives that have been left
behind, pillaged, or discarded. These pieces of parchment help immerse
players into the game world by enhancing storylines, hinting at
routes to take, and suggesting areas where caution may be warranted.
Signposts also exist, especially in the dwarven dungeons, to point
out sites of note or importance. Players can flag these areas to
remind themselves, for example, that north leads to the remnants
of an inn overtaken by orcs, while southwest takes one into the
main square.
Travel, incidentally, doesn't always mean footing it through rubble
and slimy dungeons. Later in the game, a magical device known as
the orrery allows players to cruise strands of magic upheld
by the power of the Mythal. Given the size of the ruined city, new
adventurers might find themselves disoriented while using such a
device. But with their trusty maps available, characters can employ
the orrery to cut down on time lost simply moving between
places, enabling them to devote more time to discovering and dealing
with the disturbance concerning the new pools of radiance.
Knowing
where you have left to go and what areas you've already cleared
out is an essential part of any roleplaying game. An adventuring
party had best stay alert to new areas since unknown dangers could
be formidable. In the end, it will be that old, worn-out map stuffed
deep in the reaches of your backpack that leads you to your ultimate
battle with fate. Now . . . was it right or left at the fork up
ahead to breach the battlements of Castle Cormanthor's outer wall?
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Baldur's Gate, Tales of the Sword Coast, Baldur's Gate 2, Throne of Bhaal, Baldur's Gate 3, Neverwinter Nights, Shadows of Undrentide, Hordes of the Underdark and Dragon Age: Origins are © BioWare. Icewind Dale, Heart of Winter, Trials of the Luremaster, Icewind Dale 2 and Planescape: Torment are © Interplay. Pool of Radiance: Ruins of Myth Drannor is © SSI. Dragonshard, Forgotten Realms: Demon Stone, Neverwinter Nights 2, Mask of the Betrayer, Storm of Zehir, Mysteries of Westgate, The Temple of Elemental Evil, Dungeons & Dragons Online: Stormreach are © Atari, Inc. Dungeons & Dragons material is © Wizards of the Coast. All original content is © Sorcerer's Place. Please read our Privacy Policy and Legal Disclaimer. | |
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